> For the complete documentation index, see [llms.txt](https://xeavin.gitbook.io/the-insurgents-toolkit/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://xeavin.gitbook.io/the-insurgents-toolkit/features/environment-blueprint-pack-ebp-editor.md).

# Environment Blueprint Pack (EBP) Editor

### Description

An ebp file consists of multiple different sections which all hold information about a location or event.

They are used to create most of the things that happen on the screen. This includes the creation, placement, dialog, animation and more of all NPCs, foes, etc.

### Usage

1. Enter the location you want to edit (e.g. Rabanastre / Southgate).
2. Decide what you want to edit (e.g. Treasures).
3. Click on the according checkbox to expand the group (e.g. 0 : Script Source Data).
4. Edit everything to your liking.

You can navigate through the list of entries by modifying the *Identifier*.

### Save Changes

1. Search for your current location in the location spreadsheet from [Resources](/the-insurgents-toolkit/getting-started/resources.md).
2. Note the name of the ebp file it uses (e.g. sav\_a01.ebp).
3. Create the following directory structure based on the file name: `ps2data\plan_master\us\plan_map\sav_a\sav_a01\global\sav_a01.ebp.dir` (the [language directory name](/the-insurgents-toolkit/getting-started/important-notes.md#language-directory-name) may differ).
4. Click on the checkbox of *Export Section To File* to expand the group.&#x20;
5. Click on the value field of *Section Identifier* to open its drop-down list.
6. Select a section in the drop-down list (e.g. 0 : Script Source Data).
7. Click on the checkbox of *Execute Script* to run the script.
8. Navigate into the directory from step 3: `sav_a01.ebp.dir\...`
9. Confirm your choice by selecting save.

Repeat steps 3-9 if you wish to export another section. Once you are done, create an archive (.7z, .zip, .rar etc.) out of the root directory (ps2data) and install it (e.g. Vortex).

### Notes

{% hint style="danger" %}
Since there is only one .ebp file loaded in memory at a time, switching your current location will result in it being overwritten by another .ebp file. Therefore, if you intent on keeping any of your changes, make sure to export them before.
{% endhint %}

{% hint style="warning" %}
Since this editor works with the currently loaded .ebp file in memory, all changes applied to the it via mods will already be present. Hence why you can simply export your changes, install it as a mod, and continue working where you left of the last time. However, this means that you have to be very mindful with which mods you have active while working on yours as otherwise you will unknowingly work on top of the changes of other mods.
{% endhint %}

{% hint style="info" %}
This editor works as an alternative to the [VM Script De/Compiler](https://www.nexusmods.com/finalfantasy12/mods/124) which you would usually use to make any changes to an ebp as it is much more powerful. However, if you only want to make some tiny changes here and there and immediately see what effect they have, this editor can also come in handy.
{% endhint %}

{% hint style="info" %}
The [Free Teleport](/the-insurgents-toolkit/features/free-teleport.md) option can come in handy when trying to reach the location you want to edit.
{% endhint %}

{% hint style="info" %}
Loading the exported files of this editor require the [FF12 External File Loader](https://www.nexusmods.com/finalfantasy12/mods/170) to be installed.
{% endhint %}

{% hint style="info" %}
For a detailed list of all the information available in this editor, you can view the ebp editor spreadsheet in [Resources](/the-insurgents-toolkit/getting-started/resources.md).
{% endhint %}
