--- a/readme.txt
+++ b/readme.txt
@@ -1,336 +1,401 @@
-Dragonlance TC Editor Pro
-Unofficial game file editor/checker/browser for IE (Infinity Engine) games.
-
-Current version: V7.0j
-
-Changes:
-
-V7.0j
-- fixed problem with pst creature writer (saving corrupted creatures with overlays)
-
-V7.0i
-- applied Igi's patch for filedialog (with modification) 
-
-V7.0h
-- added more iwd2 specific fields (feats/skills)
-- swapped the bg1 area exits
-- fixed spell forgetting not to forget multiple spells in some cases
-
-V7.0g
-- added some iwd2 specific creature fields
-- fixed a small screwup of tutu converted items causing trouble in the item loader
-
-V7.0f
-- hot buttons changed from checker to editor because editors are more frequently used
-- removed extra debug code from area searcher
-- fixed possible memory corruption in area mirror tool
-
-V7.0e
-- fixed area editor crasher (removing containers)
-- fixed area container/door copy/paste
-- added polygon count checker for iwd2 walls
-
-V7.0d
-- fixed src crasher
-
-V7.0c
-- zoom function enlarges bam by 2 in bam editor
-
-V7.0b
-- updated pst missile ids (you have to copy it as missile.ids into your game override)
-- fixed chr save
-- fixed some effect descriptions
-
-V7.0a
-- fixed a crash with iwd2 creature soundsets
-- you can disable force new strref on import tbg (this is the default)
-
-V7.0
-- TP2 generation for files
-- internal script decompiler 
-
-V6.8c
-- fixed change detection after .pro file saving
-- converts :'s to \\ in the chitin.key (so a chitin.key from mac could be used?)
-
-V6.8b
-- fixed PST creature loader when there is no overlay structure
-
-V6.8
-- fixed area container inserting when there was no door
-- added bam splitter
-- fixed a few effect descriptions
-- fixed old bug in effect loader causing intermittent problems in effect list
-- improved PST effect list
-- fixed PST game saver (bestiary offset wasn't recalculated)
-- fixed PST creature loader (overlay structure handled)
-
-V6.7m
-- effect editor accepts hexadecimal opcode numbers
-- fixed number of attacks list in creature editor
-- improved BG2 effects list
-- added missile.ids for iwd2 (but it is useful for bg1 too)
-
-V6.7l
-- modified the saving order of store files to match the original world editor order
-- added vertical swapping of bam frames
-
-V6.7k
-- fixed iwd2 saving throw types
-
-V6.7j
-- fixed a possible crash in the door tile editor
-- ignore *.ini CD paths option (autogenerating paths seems more reliable for full install)
-
-V6.7i
-- fixed ToB game loading
-- improved game structure editing
-
-V6.7h
-- fixed PST game saving
-- added search values in ids file editor
-- improved area editor
-
-V6.7f
-- fixed PST creature color selection
-
-V6.7e
-- fix: fixed duration/damage tool
-- add: added a VVC sequence bit
-- updated iesdp format descriptions
-
-V6.7d
-- fix: a crasher in tis editor
-- fix: palette in multi frame import is now fixed
-- fix: fixed some checks
-
-V6.7c
-- add: added mass dialog decompile function
-
-V6.7b
-- add: two new palette manipulation functions
-- add: dltcep recognises the rgb format in sprkclr.2da
-- fix: fixed resource searching in effV1 creature effects (crasher), bugged recently
-- fix: some effect updates
-
-V6.7a
-- add: added dual tlk editing, resync tlks, etc.
-- add: added ignore filesize option for large files
-
-V6.7
-- add: added support for embedded creatures and trap projectiles in area editor
-- add: dialog searcher: outputting which transition contains the action/trigger
-- fix: probably fixed creature saving in iwd/pst (iwd2 still unsafe, bg1/bg2 unchanged)
-- fix: improved creature checker (dialog, twohanded weapons with shields)
-
-V6.6a
-- fix: fixed loading of special gam structures: pst modron maze, bg2 saved locations
-- fix: improved door editor
-- fix: fixed a bug in the chui editor
-
-V6.6
-- fix: overlay handling (minimap, display)
-- fix: tile selection
-- add: chitin.key unpacker/repacker
-
-V6.5g
-- fix: fixed the 'skim savegame' feature so it won't be 'screw savegame' anymore
-- add: tavern quality flags (bg1/bg2)
-- add: guess dimensions of tileset
-
-V6.5f
-- fix: fixed pst explored bitmap editing
-- fix: fixed false warning of wed changed when it didn't
-- add: drop 10 frames of a cycle function for faster frame removal
-- add: added many checks to warn about unsaved changes (not complete)
-
-V6.5e
-- fix: if the effect description isn't set yet, try to set it based on the gametype
-- add: new setup button
-- fix: speed of generating minimap (which was slowed down by the changes in V6.5d)
-- add: preview of chui files (shows the background of the first window)
-
-V6.5d
-- fix: optimized speed and memory usage of green water removal
-
-V6.5c
-- fix: fixed throwing dagger animation
-
-V6.5b
-- add: night lightmap editing is simpler
-
-V6.5a
-- add: saving/loading polygons in .ply format
-- add: region link selection from available triggers
-- add: automatically fix height/searchmaps with invalid palette size
-- add: improved script checker to check object death variables (may have false reports)
-- add: explored area editor
-- fix: fixed floodfill freeze for impeded blocks/explored map editor
-- fix: fixed night minimap generation (night minimap can be generated from the night wed)
-
-V6.5
-- add: option to not center on vertex in polygon editor
-- add: travel trigger vs. door matching (used by door flag/region link checks)
-- fix: enlarged region link field to 16
-- fix: hopefully fixed all polygon corruption in area editor
-- fix: hopefully fixed rare crashes due to empty polygons
-- fix: fixed a crasher when editing polygons/impeded blocks of small areas
-- fix: fixed area corruption when copying items
-- fix: fix areas on save when they are corrupted by the previous bug
-
-V6.4b
-- fix: shallow water searchmap entry
-- add: play all cycles area animation bit
-- add: left click on aux map will bring the map editor up centered on that point
-- add: align bam frames of a single cycle
-- add: importing external .tis/.bmp door tiles
-
-V6.4a
-- fix: crasher in game editor (add/remove journal entry)
-
-V6.4 and before
-- implemented all the rest...
-
-Features:
-
-- checks most filetypes for possible crashers, bugs or cosmetical errors.
-- provides fixes of various errors made by other editors. (MOS, creature, dialog, area, BAM, KEY, BIF )
-- extracts most of the filetypes (able to extract all files of a certain type, or all files in a bif or files matching a pattern).
-- looks for files matching a specification of field values (for example you can look for all evil creatures).
-- able to manipulate or create most of the filetypes with various degree of usefulness.
-- able to compress or decompress bifs.
-
-Progress status:
-
-1. Consistency checkers
- They work for BG2, some of them works for IWD2 and other engines.
- They are safe for running, but they may give false reports.
-
-2. Editors
- Item editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2)
- Spell editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2)
- Store editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2)
- Creature editor - Works for all engines, but doesn't fully support IWD2
- Area editor - Works for all engines, fully supports wed/tis editing (door addition/removal, vertex manipulations, overlays), it can convert BG1 areas to BG2 (green water)
- PRO/VVC/EFF editors - Work for BG2 (the other engines might not support these formats)
- Dialog editor - Works for all engines
- Game editor - Works for all engines, it doesn't support full savegame editing. It can be used to add NPC's to a new game.
- BAM editor - Works for all engines. It can compress/decompress BAMs, manipulate palette, add animation cycles
- Worldmap editor - Works for all engines, can edit multi map worldmaps
- MOS editor - Works for all engines, it can compress/decompress MOS files, fix transparency
- TIS editor - Works for all engines
- 2DA editor - Works for all engines
- IDS editor - Works for all engines
- MUS editor - Works for all engines
- TLK editor - Works for all engines
- KEY editor - Works for all engines
- Handle the editors with care, make backups before modify items, bams, etc.
- If you find a reproducible bug or you have any idea how could I improve this tool, please notify me via the DLTCEP Support Board. (www.dragonlancetc.com/dltcep)
-
-3. Resource finders
- They work and safe for running. Occasional crashes were reported.
-
-4. Resource extractor
- It works for all engines, but CD extraction may be tricky. Extraction from compressed bifs now works flawlessly, no need to decompress the whole bif.
-
-5. Bif/sav decompressor/compressor
- It works for all engines.
-
-6. TBG import/export
- Supports the TBG3, TBG4, TBGN and IAP fileformats
-
-Known bugs:
-
-The dialog tree recoils when changing any leaf (annoying)
-The stop button doesn't work during searching/checking
-
-Known problems:
-
-Problem:
- The script checker reports [ANYONE] as an invalid IDS value.
-Reason:
- The symbol isn't in the EA.ids (or other) file. It is working only because the game replaces invalid symbols by 0.
-Solution:
- Add the line 0 ANYONE to your EA.ids (or other).
-
-Problem:
- The script checker reports [ANYONE] as an invalid object.ids value.
-Reason:
- The symbol isn't in the object.ids file. It is working only because the game replaces invalid symbols by 0.
-Solution:
- Add the line 0 ANYONE to your OBJECT.ids.
-
-Problem:
- The consistency checkers report a lot of problems.
-Reason:
- It reports different severity problems. Some cause crashes, some cause visual problems, some are unnoticed in the game and some are deliberate tweaks.
-Solution:
- Look at your 'Check' menu in the setup and turn off some checks. If you don't care about original game errors, turn the 'skip original files' option on.
-
-Problem:
- The script editor doesn't refresh line numbers when dragging the scrollbar.
-Reason:
- When the edit box has no focus Windows doesn't send the same message (and i'm too lazy/inexperienced to find the solution).
-Solution:
- Make sure the text edit box has the input focus by clicking into it.
-
-Problem:
- The area editor shows garbled graphics when using graphical placement tools (the placed animation itself seems right, but the area graphics is scrambled).
-Reason:
- This has been fixed (i think).
-Solution:
- Make sure you use your display in 32 bit color depth.
-
-Problem:
- Effect numbers are displayed twice in the effect names.
-Reason:
- The effect descriptions contain the numbers, but DLTCEP adds them too.
-Solution:
- Turn on the 'don't number effects' edit option.
-
-Problem:
- DLTCEP is complaining about missing shout.ids, moraleai.ids, color.ids or similar.
-Reason:
- The action/trigger ids files contain references to nonexistent files.
-Solution:
- Fix your action.ids, trigger.ids files or add an empty file in place of the missing one.
-
-Problem:
- The modified file doesn't contain the modification. This happens only when modifying an original game file. It also happens
-when the modification was made by another tool while DLTCEP is running.
-Reason:
- DLTCEP loads chitin.key and override information once at startup (or at reload chitin or setup change) to speed up file access.
-Solution:
- Load the new file by the 'load external' button. Or reload chitin.key from the main menu.
-
-Credits:
-
-Maltanar - for sharing information and code
-Theo - for sharing information and code
-Ken Baker - for starting TeamBG (now defunct)
-Max/Potencius - for creating TDD and DLTC (dragonlancetc.com)
-Manveru - for starting IESDP, a great site for IE file formats (now defunct)
-Igi - for maintaining IESDP and creating DLTCEP tutorials (iesdp.gibberlings3.net)
-Jon Olav Hauglid - author of NI, for clearing up some unknowns (www.idi.ntnu.no/~joh/ni/index.html)
-Abel@TeamX - for the ACM handler routines (www.teamx.ru)
-Westley Weimer - for WeiDU (weidu.org)
-Per Olafsson - for TisPack
-Several other people - for providing bits of information and reporting bugs
-Ian Ashdown - for the octree algorithm (fast color reduction)
-Jean-loup Gailly and Mark Adler - for their static zlib module
-Bioware & Black Isle - for the IE engine and the games
-
-Additional information:
-
-Read the accompanying textfiles for instructions on editing various filetypes.
-
-For modding tips, information, tools and other resources visit us at www.gibberlings3.net!
-The DLTCEP support forum is on the following website: www.dragonlancetc.com/forums/index.php?board=9
-
-The (somewhat outdated) sources for this program are available on gemrb.sourceforge.net in the CVS under module Utilities.
-Modifications to this program may not be misrepresented as the original, otherwise you are free to port it to other systems (i would like to know about it).
-DLTCEP is constantly growing, generally I release a new version each week (or month) therefore if you altered the program it is better you supply the patch on the sourceforge site.
-
-If you have created a public mod (or TC) with the help of this tool, please mention that in your mod's readme (if there is any).
-
-Avenger_teambg
+Dragonlance TC Editor Pro
+Unofficial game file editor/checker/browser for IE (Infinity Engine) games.
+Official game file editor for GemRB
+
+Current version: V7.2d
+
+Changes:
+
+V7.2d
+- GemRB specific spell and projectile fields
+
+V7.2c
+- fixed default saving throws in creature editor
+- try to preserve the order of spell indices in spell pages (weidu chokes on an unordered spellbook)
+- fixed some iwd effect descriptions
+- fixed whole bam importer frame count in cycles
+
+V7.2b
+- updated effect targeting types
+- added whole bam import from bmp sequences
+- slider control unknown fields are not unknown anymore
+- window 0x1a field is not unknown anymore
+
+V7.2a
+- fixed button disabled/selected fields in the chu editor
+
+V7.2
+- more item extended header checks and edited fields
+- falling back to load tileset from same directory as .are, if it isn't in the game override
+- fixed a crasher bug in the polygon selector
+
+V7.1f
+- creature editor knows more pst specific fields
+
+V7.1e
+- extended area projectile editor with gemrb specific fields
+- fixed tab order in animation/palette editor (a long forgotten request)
+- area link flags
+- 8 bits heightmap editor
+
+V7.1d
+- fixed var.var editor to look up the initial values
+- improved projectile finder (now it can look for projectiles in projectiles)
+- hopefully removed all references to the old dltc homepage which fell prey to some domain squatter
+
+V7.1c
+- spawn.ini checker (pst/iwd/how/iwd2)
+- gemrb specific projectile flags
+
+V7.1b
+- You can edit the dream movies in areas (see pocket plane in tob)
+- At least one crash bugfix i got somewhere smile.gif
+- internal script compiler now somewhat works! (I still don't recommend it for real use)
+- iwd2 creature levels are now editable
+- kit selector combobox is filled (you need a correct kit.ids)
+
+V7.1a
+- grid/polygon color is customisable in the .ini file
+- window placement improved
+
+V7.1
+- implemented .sav repackaging
+- fixed cbf compression
+- added remove all button to area actor editor (removes all after the selected one)
+- fixed tob .gam editor (familiars)
+
+V7.0k
+- fixed a problem with bam preview
+
+V7.0j
+- fixed problem with pst creature writer (saving corrupted creatures with overlays)
+- ability to edit familiar structure in iwd2
+- updated iwd2 opcode list
+
+V7.0i
+- applied Igi's patch for filedialog (with modification) 
+
+V7.0h
+- added more iwd2 specific fields (feats/skills)
+- swapped the bg1 area exits
+- fixed spell forgetting not to forget multiple spells in some cases
+
+V7.0g
+- added some iwd2 specific creature fields
+- fixed a small screwup of tutu converted items causing trouble in the item loader
+
+V7.0f
+- hot buttons changed from checker to editor because editors are more frequently used
+- removed extra debug code from area searcher
+- fixed possible memory corruption in area mirror tool
+
+V7.0e
+- fixed area editor crasher (removing containers)
+- fixed area container/door copy/paste
+- added polygon count checker for iwd2 walls
+
+V7.0d
+- fixed src crasher
+
+V7.0c
+- zoom function enlarges bam by 2 in bam editor
+
+V7.0b
+- updated pst missile ids (you have to copy it as missile.ids into your game override)
+- fixed chr save
+- fixed some effect descriptions
+
+V7.0a
+- fixed a crash with iwd2 creature soundsets
+- you can disable force new strref on import tbg (this is the default)
+
+V7.0
+- TP2 generation for files
+- internal script decompiler 
+
+V6.8c
+- fixed change detection after .pro file saving
+- converts :'s to \\ in the chitin.key (so a chitin.key from mac could be used?)
+
+V6.8b
+- fixed PST creature loader when there is no overlay structure
+
+V6.8
+- fixed area container inserting when there was no door
+- added bam splitter
+- fixed a few effect descriptions
+- fixed old bug in effect loader causing intermittent problems in effect list
+- improved PST effect list
+- fixed PST game saver (bestiary offset wasn't recalculated)
+- fixed PST creature loader (overlay structure handled)
+
+V6.7m
+- effect editor accepts hexadecimal opcode numbers
+- fixed number of attacks list in creature editor
+- improved BG2 effects list
+- added missile.ids for iwd2 (but it is useful for bg1 too)
+
+V6.7l
+- modified the saving order of store files to match the original world editor order
+- added vertical swapping of bam frames
+
+V6.7k
+- fixed iwd2 saving throw types
+
+V6.7j
+- fixed a possible crash in the door tile editor
+- ignore *.ini CD paths option (autogenerating paths seems more reliable for full install)
+
+V6.7i
+- fixed ToB game loading
+- improved game structure editing
+
+V6.7h
+- fixed PST game saving
+- added search values in ids file editor
+- improved area editor
+
+V6.7f
+- fixed PST creature color selection
+
+V6.7e
+- fix: fixed duration/damage tool
+- add: added a VVC sequence bit
+- updated iesdp format descriptions
+
+V6.7d
+- fix: a crasher in tis editor
+- fix: palette in multi frame import is now fixed
+- fix: fixed some checks
+
+V6.7c
+- add: added mass dialog decompile function
+
+V6.7b
+- add: two new palette manipulation functions
+- add: dltcep recognises the rgb format in sprkclr.2da
+- fix: fixed resource searching in effV1 creature effects (crasher), bugged recently
+- fix: some effect updates
+
+V6.7a
+- add: added dual tlk editing, resync tlks, etc.
+- add: added ignore filesize option for large files
+
+V6.7
+- add: added support for embedded creatures and trap projectiles in area editor
+- add: dialog searcher: outputting which transition contains the action/trigger
+- fix: probably fixed creature saving in iwd/pst (iwd2 still unsafe, bg1/bg2 unchanged)
+- fix: improved creature checker (dialog, twohanded weapons with shields)
+
+V6.6a
+- fix: fixed loading of special gam structures: pst modron maze, bg2 saved locations
+- fix: improved door editor
+- fix: fixed a bug in the chui editor
+
+V6.6
+- fix: overlay handling (minimap, display)
+- fix: tile selection
+- add: chitin.key unpacker/repacker
+
+V6.5g
+- fix: fixed the 'skim savegame' feature so it won't be 'screw savegame' anymore
+- add: tavern quality flags (bg1/bg2)
+- add: guess dimensions of tileset
+
+V6.5f
+- fix: fixed pst explored bitmap editing
+- fix: fixed false warning of wed changed when it didn't
+- add: drop 10 frames of a cycle function for faster frame removal
+- add: added many checks to warn about unsaved changes (not complete)
+
+V6.5e
+- fix: if the effect description isn't set yet, try to set it based on the gametype
+- add: new setup button
+- fix: speed of generating minimap (which was slowed down by the changes in V6.5d)
+- add: preview of chui files (shows the background of the first window)
+
+V6.5d
+- fix: optimized speed and memory usage of green water removal
+
+V6.5c
+- fix: fixed throwing dagger animation
+
+V6.5b
+- add: night lightmap editing is simpler
+
+V6.5a
+- add: saving/loading polygons in .ply format
+- add: region link selection from available triggers
+- add: automatically fix height/searchmaps with invalid palette size
+- add: improved script checker to check object death variables (may have false reports)
+- add: explored area editor
+- fix: fixed floodfill freeze for impeded blocks/explored map editor
+- fix: fixed night minimap generation (night minimap can be generated from the night wed)
+
+V6.5
+- add: option to not center on vertex in polygon editor
+- add: travel trigger vs. door matching (used by door flag/region link checks)
+- fix: enlarged region link field to 16
+- fix: hopefully fixed all polygon corruption in area editor
+- fix: hopefully fixed rare crashes due to empty polygons
+- fix: fixed a crasher when editing polygons/impeded blocks of small areas
+- fix: fixed area corruption when copying items
+- fix: fix areas on save when they are corrupted by the previous bug
+
+V6.4b
+- fix: shallow water searchmap entry
+- add: play all cycles area animation bit
+- add: left click on aux map will bring the map editor up centered on that point
+- add: align bam frames of a single cycle
+- add: importing external .tis/.bmp door tiles
+
+V6.4a
+- fix: crasher in game editor (add/remove journal entry)
+
+V6.4 and before
+- implemented all the rest...
+
+Features:
+
+- checks most filetypes for possible crashers, bugs or cosmetical errors.
+- provides fixes of various errors made by other editors. (MOS, creature, dialog, area, BAM, KEY, BIF )
+- extracts most of the filetypes (able to extract all files of a certain type, or all files in a bif or files matching a pattern).
+- looks for files matching a specification of field values (for example you can look for all evil creatures).
+- able to manipulate or create most of the filetypes with various degree of usefulness.
+- able to compress or decompress bifs.
+
+Progress status:
+
+1. Consistency checkers
+ They work for BG2, some of them works for IWD2 and other engines.
+ They are safe for running, but they may give false reports.
+
+2. Editors
+ Item editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2)
+ Spell editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2)
+ Store editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2)
+ Creature editor - Works for all engines, but doesn't fully support IWD2
+ Area editor - Works for all engines, fully supports wed/tis editing (door addition/removal, vertex manipulations, overlays), it can convert BG1 areas to BG2 (green water)
+ PRO/VVC/EFF editors - Work for BG2 (the other engines might not support these formats)
+ Dialog editor - Works for all engines
+ Game editor - Works for all engines, it doesn't support full savegame editing. It can be used to add NPC's to a new game.
+ BAM editor - Works for all engines. It can compress/decompress BAMs, manipulate palette, add animation cycles
+ Worldmap editor - Works for all engines, can edit multi map worldmaps
+ MOS editor - Works for all engines, it can compress/decompress MOS files, fix transparency
+ TIS editor - Works for all engines
+ 2DA editor - Works for all engines
+ IDS editor - Works for all engines
+ MUS editor - Works for all engines
+ TLK editor - Works for all engines
+ KEY editor - Works for all engines
+ Handle the editors with care, make backups before modify items, bams, etc.
+ If you find a reproducible bug or you have any idea how could I improve this tool, please notify me via the DLTCEP Support Board. (www.dragonlancetc.com/dltcep)
+
+3. Resource finders
+ They work and safe for running. Occasional crashes were reported.
+
+4. Resource extractor
+ It works for all engines, but CD extraction may be tricky. Extraction from compressed bifs now works flawlessly, no need to decompress the whole bif.
+
+5. Bif/sav decompressor/compressor
+ It works for all engines.
+
+6. TBG import/export
+ Supports the TBG3, TBG4, TBGN and IAP fileformats
+
+Known bugs:
+
+The dialog tree recoils when changing any leaf (annoying)
+The stop button doesn't work during searching/checking
+
+Known problems:
+
+Problem:
+ The script checker reports [ANYONE] as an invalid IDS value.
+Reason:
+ The symbol isn't in the EA.ids (or other) file. It is working only because the game replaces invalid symbols by 0.
+Solution:
+ Add the line 0 ANYONE to your EA.ids (or other).
+
+Problem:
+ The script checker reports [ANYONE] as an invalid object.ids value.
+Reason:
+ The symbol isn't in the object.ids file. It is working only because the game replaces invalid symbols by 0.
+Solution:
+ Add the line 0 ANYONE to your OBJECT.ids.
+
+Problem:
+ The consistency checkers report a lot of problems.
+Reason:
+ It reports different severity problems. Some cause crashes, some cause visual problems, some are unnoticed in the game and some are deliberate tweaks.
+Solution:
+ Look at your 'Check' menu in the setup and turn off some checks. If you don't care about original game errors, turn the 'skip original files' option on.
+
+Problem:
+ The script editor doesn't refresh line numbers when dragging the scrollbar.
+Reason:
+ When the edit box has no focus Windows doesn't send the same message (and i'm too lazy/inexperienced to find the solution).
+Solution:
+ Make sure the text edit box has the input focus by clicking into it.
+
+Problem:
+ The area editor shows garbled graphics when using graphical placement tools (the placed animation itself seems right, but the area graphics is scrambled).
+Reason:
+ This has been fixed (i think).
+Solution:
+ Make sure you use your display in 32 bit color depth.
+
+Problem:
+ Effect numbers are displayed twice in the effect names.
+Reason:
+ The effect descriptions contain the numbers, but DLTCEP adds them too.
+Solution:
+ Turn on the 'don't number effects' edit option.
+
+Problem:
+ DLTCEP is complaining about missing shout.ids, moraleai.ids, color.ids or similar.
+Reason:
+ The action/trigger ids files contain references to nonexistent files.
+Solution:
+ Fix your action.ids, trigger.ids files or add an empty file in place of the missing one.
+
+Problem:
+ The modified file doesn't contain the modification. This happens only when modifying an original game file. It also happens
+when the modification was made by another tool while DLTCEP is running.
+Reason:
+ DLTCEP loads chitin.key and override information once at startup (or at reload chitin or setup change) to speed up file access.
+Solution:
+ Load the new file by the 'load external' button. Or reload chitin.key from the main menu.
+
+Credits:
+
+Maltanar - for sharing information and code
+Theo - for sharing information and code
+Ken Baker - for starting TeamBG (now defunct)
+Max/Potencius - for creating TDD and DLTC (dragonlancetc.com, defunct site)
+Manveru - for starting IESDP, a great site for IE file formats (now defunct)
+Igi - for maintaining IESDP and creating DLTCEP tutorials (iesdp.gibberlings3.net)
+Yovaneth - for creating the most comprehensive DLTCEP area editing tutorial (http://www.simpilot.net/~sc/dltcep/index.htm)
+Jon Olav Hauglid - author of NI, for clearing up some unknowns (www.idi.ntnu.no/~joh/ni/index.html)
+Abel@TeamX - for the ACM handler routines (www.teamx.ru)
+Westley Weimer - for WeiDU (weidu.org)
+Per Olafsson - for TisPack
+Several other people - for providing bits of information and reporting bugs
+Ian Ashdown - for the octree algorithm (fast color reduction)
+Jean-loup Gailly and Mark Adler - for their static zlib module
+Bioware & Black Isle - for the IE engine and the games
+
+Additional information:
+
+Read the accompanying textfiles for instructions on editing various filetypes.
+
+For modding tips, information, tools and other resources visit us at www.gibberlings3.net!
+For DLTCEP specific information, visit the DLTCEP homepage at http://forums.gibberlings3.net/index.php?showforum=137
+
+The (somewhat outdated) sources for this program are available on gemrb.git.sourceforge.net under module dltcep.
+Modifications to this program may not be misrepresented as the original, otherwise you are free to port it to other systems (i would like to know about it).
+DLTCEP is constantly growing, generally I release a new version each week (or month) therefore if you altered the program it is better you supply the patch on the sourceforge site.
+
+If you have created a public mod (or TC) with the help of this tool, please mention that in your mod's readme (if there is any).
+
+Avenger_teambg