Modding
enneract
Member Posts: 187
Ok, so I've done a little preliminary investigation into modding, hopefully this might spur some interest.
Portraits can be injected at /Android/data/com.beamdog.baldursgateenhancededition/files/portraits.
Game assets are located in a pair of files at /Android/obb/com.beamdog.baldursgateenhancededition/ ; these can be extracted and modified with 7zip. The dialog.tlk is not identical to the current Windows release, but that is probably because the current Android version is 1.3.1226.
The game does not load anything other than portraits and probably soundsets, and maybe scripts (bs) from the .../data/... location ignoring any other directories (no override, etc). It also will not load scripts (bcs) or a dialog.tlk file from those locations.
The two obb files are interesting, though. The second one, beginning with 'patch' appears to be exactly what you might think it is - a zip of a partial directory structure we are very familiar with. Due to the way that android deals with this file, we don't get to do something as simple as add a new patch file with a newer version code; there can only be 2 obb files in this directory, and there seems to be some sort of error checking on both, so you can't simply inject changes into the patch zip.
Based on just a couple hours of fiddling here, I don't see any modding being possible unless we get override loading from .../data/..., both override directory and tlk's. If we can get that, though, the existing modding infrastructure should work just fine, and not even require a rooted device. If not, well, I'll try to disable the CRC on the patch file for my personal use, but I doubt distributing that would go over well, heh
Summoning @Dee to see if some attention could be brought to bear on getting proper override support. (Even a 'no' would be great, tbh.)
Portraits can be injected at /Android/data/com.beamdog.baldursgateenhancededition/files/portraits.
Game assets are located in a pair of files at /Android/obb/com.beamdog.baldursgateenhancededition/ ; these can be extracted and modified with 7zip. The dialog.tlk is not identical to the current Windows release, but that is probably because the current Android version is 1.3.1226.
The game does not load anything other than portraits and probably soundsets, and maybe scripts (bs) from the .../data/... location ignoring any other directories (no override, etc). It also will not load scripts (bcs) or a dialog.tlk file from those locations.
The two obb files are interesting, though. The second one, beginning with 'patch' appears to be exactly what you might think it is - a zip of a partial directory structure we are very familiar with. Due to the way that android deals with this file, we don't get to do something as simple as add a new patch file with a newer version code; there can only be 2 obb files in this directory, and there seems to be some sort of error checking on both, so you can't simply inject changes into the patch zip.
Based on just a couple hours of fiddling here, I don't see any modding being possible unless we get override loading from .../data/..., both override directory and tlk's. If we can get that, though, the existing modding infrastructure should work just fine, and not even require a rooted device. If not, well, I'll try to disable the CRC on the patch file for my personal use, but I doubt distributing that would go over well, heh
Summoning @Dee to see if some attention could be brought to bear on getting proper override support. (Even a 'no' would be great, tbh.)
Post edited by enneract on
1
Comments
- save
- mpsave
- bpsave
- mpbpsave
- portraits
- characters
- sounds
- override
- baldur.ini
So any mod using override files will work just dandy there; if it requires a change to the tlk file I'm afraid you're out of luck, at least for the moment.
Also, we're working out a problem with that directory being wiped during game updates. So before you update your game, be sure to back-up your saves and any other files from there that you want to keep.
That being said, we are still in a situation where the iPad version is more moddable than Android, and that just cannot be endured! Even if that weren't the case, it seems like an oversight that we cant load script files, as this is one of the primary avenues for modding when string modification isn't on the table?
Either way, I hope that this gets revisited. I know modding on secondary platform can hardly be the most supported behavior, but it sounds like all we need is .tlk override capability, and ideally /scripts/, and we are golden...
*edit*
Also, guys, really, using a SharedPreferences flag to enable DLC? 'On-Disk' DLC, really?
Ok, now all we need is a little bit of redirection for the strings file
*some* mods that don't include any custom strings (basically any text in-game whatsoever) could be 'installed' by taking a clean PC installation, installing said mods on that, then copying over the relevant files (usually from the override directory) into the override directory on your android device.
YMMV, if you don't know what you are doing it probably wont't work, and even if you do it probably won't work right, etc etc.
No real point in figuring out how to do this properly until some method of injecting new strings is possible. Hopefully the EE team will remember (at least some of their) roots and make that possible, it should be a pretty trivial change...
I didn't play for this game over 12 years, but now it is like a second live :-)
I have a huge problem, I've achieved 161k xp and it is not growing up anymore.
PLEASE help me remove XP Cap on my Android devices ie Asus tablet or Samsung S4
I need your help
should the game apk pick up 2da's from that location ??? ( am using a simple xp cap extension mod and a bug fix 2da )
i am also working on a method of getting full modding access here http://forum.baldursgate.com/discussion/32764/bug-report-and-feature-reuest#latest
bit REALLY dont want to , would prefer beamdog sorting the issue for the BG2 EE release, where the issue is critical