Not sure how the Android version is coded, but if you can access the same files you should be able to replace them the same way you do on PC. Have you looked at the file system?
Obviously this probably doesn't work on iPad because Apple doesn't want you to do anything to files on there ever in any way, shape, or form.
You can edit game files by placing edited files into portraits or override folder in the game folder via ifunbox. Modding is possible to some extent on Ipad with this method. Portraits or override folder created under the 'LİBRARY' folder of the game structure are not protected, thankfully. You can edit and mod everything except dialog.tlk which is protected. Thus, mods that add new lines or edit existing lines in the game is a problem, however mods that are subtle like AI mods or item/spell edits are fine. I even have original bg2 paperdolls and item icons on my bg2:ee and iwd:ee game on Ipad. And prettier spell effects/sound files from iwd on my bg2:ee game. Cosmetic stuff like this is totally doable on Ipad, as well as pure AI enchantments like some (most) scs components.
I have a better idea, you can copy the full Orrick store file, which is KUORK3, I assume, then have two copies and name them KUORK2 and KUORK1, thus when the game looks up for KUORK1, it will find the edited file that is actually KUORK3 in disguise and thus will have all the items enabled. Simpler than adding all the items by hand to KUORK1 and KUORK2.
I can cook up a mini mod for those files and see if they work. (They should work theoratically) One will just need to drop the two simple files to override or portraits folder and they should work. On Ipad one can use ifunbox program to achieve this, my bg2:ee is fully modded with scs and other nice stuff and I have added custom portraits and some edited spells to my iwd:ee on Ipad too.
Yeah but then it would be subject to the same bug as now, with the triggers to update not firing each chapter. No?
I think there is more than one bug. One is the update fails to trigger at all, the other is it triggers, but not all the items that should be added appear.
Plus I don't know how to do that, so, while it might be nice, someone else would have to do it. And I don't see anyone stepping up to solve this issue. I could at least provide a stopgap solution.
I if the bug is with the chapter number flag, so you would have to tie it to something else that happens at the right point in the game, such as Dragon's Eye being added to the world map. It would be worth seeing what flag the original version used to change stores.
@Redrake How did you add something to the third store? It's only one store and the stuff is added via script, isn't it?
Yes, but the final addition seems to be in regard to chapter 4 being reached. As I encountered the Orrick bug which prevented me to get the items in the second row, in chapter 2, I decided to add them to the third store. It worked. Obviously you must never have visited Orrick in 4th chapter for this to work.
@lunar The main issue is that EE changed the stores. There are no longer 3 stores (actually there are still in the files, but not used), but only one KUORK0. The main idea is to have the same store updated with new items in chapter 2 and 4. I'm not sure what went wrong, but this store seems to get the Orrick bug, where in chapter 2 the store does not get fully updated, but gets only 3 extra spells.
So the easy answer is to fill a store with all 3 sets of items as KUORK0.sto then
set Global("UNIORRIK","AR2100",X) where X=4 or something on entering the area (x should be higher than the highest I guess so it skips the checks don't have the script in front of me) on AR2100.bcs and call it a day.
I don't have access to the game files at the moment, first I'd use NI to add the scripted items to his store and save it then your TP2 copy the store to the override from your mod folder.
then extend bottom on AR2100.bcs with a custom baf that said something like
IF Global("S9Orrickhaseverything","GLOBAL",0) THEN RESPONSE #100 SetGlobal("UNIORRIK","GLOBAL",99) SetGlobal("S9Orrickhaseverything","GLOBAL",1) END
I'll test it later, I'd probably want to set the global to whatever the end of the script actually sets that uniorrik variable to after everything's been added.
Don't know about non windows versions, but I've started to do a save game before leaving Kuldahar at the end of Ch1 and after clearing the first attack outside "Eye" (start of Ch2). I then go back to Kuldahar to see if the inventory has loaded correctly and if it has just reload the Ch2 save and carry on. If not, reload the khuldahar save and redo the start of Ch2
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I have a better idea, you can copy the full Orrick store file, which is KUORK3, I assume, then have two copies and name them KUORK2 and KUORK1, thus when the game looks up for KUORK1, it will find the edited file that is actually KUORK3 in disguise and thus will have all the items enabled. Simpler than adding all the items by hand to KUORK1 and KUORK2.
I can cook up a mini mod for those files and see if they work. (They should work theoratically) One will just need to drop the two simple files to override or portraits folder and they should work. On Ipad one can use ifunbox program to achieve this, my bg2:ee is fully modded with scs and other nice stuff and I have added custom portraits and some edited spells to my iwd:ee on Ipad too.
@lunar The main issue is that EE changed the stores. There are no longer 3 stores (actually there are still in the files, but not used), but only one KUORK0. The main idea is to have the same store updated with new items in chapter 2 and 4. I'm not sure what went wrong, but this store seems to get the Orrick bug, where in chapter 2 the store does not get fully updated, but gets only 3 extra spells.
set Global("UNIORRIK","AR2100",X) where X=4 or something on entering the area (x should be higher than the highest I guess so it skips the checks don't have the script in front of me) on AR2100.bcs and call it a day.
then extend bottom on AR2100.bcs with a custom baf that said something like I'll test it later, I'd probably want to set the global to whatever the end of the script actually sets that uniorrik variable to after everything's been added.
tp2 code And put the file in the zip in the folder.
Note that if you do this on an existing game it will add a 2nd copy of store 1 and 2 items.
Here's the code from orrick.baf
[spoiler] [/spoiler]
I unzipped the file and put it into my override folder. It did not work.