modmerge: merge your Steam/GOG zip based DLC into something Weidu/NearInfinity/DLTCEP can use.
ScottBrooks
Member Posts: 687
Hey,
Updated to 1.1 to look for sod-dlc.zip where GOG puts it.
People have certainly made their voices heard about the zip based dlc that we use on Steam and Gog. I had a few hours to spare Saturday and Sunday night, so I made modmerge for those who may be interested.
You can download binaries for your platform at http://github.com/ScottBrooks/modmerge/releases or view the source at http://github.com/ScottBrooks/modmerge
This comes with no warranty, and if you need to restore your steam copy to normal, you can use the 'Properties->Local Files->Verify Integrity of Game Cache' feature to restore things to how they were before.
If you download this and place it beside your game data folder(aka, modmerge.exe should be sitting beside chitin.key), and run it, it will do the following.
This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files.
I've tested this on two machines here(PC/Mac), on steam. Let me know if you have any success.
@elminster 's edit: Mac users should make sure the "modmerge-osx" file they download is renamed as "modmerge" before trying the above steps.
Updated to 1.1 to look for sod-dlc.zip where GOG puts it.
People have certainly made their voices heard about the zip based dlc that we use on Steam and Gog. I had a few hours to spare Saturday and Sunday night, so I made modmerge for those who may be interested.
You can download binaries for your platform at http://github.com/ScottBrooks/modmerge/releases or view the source at http://github.com/ScottBrooks/modmerge
This comes with no warranty, and if you need to restore your steam copy to normal, you can use the 'Properties->Local Files->Verify Integrity of Game Cache' feature to restore things to how they were before.
If you download this and place it beside your game data folder(aka, modmerge.exe should be sitting beside chitin.key), and run it, it will do the following.
- Backs up your chitin.key to chitin.key.bak, just in case
- Unzips your dlc/sod-dlc.zip, copying over top of the existing lang/, movies/, music/ folders. The data folder inside of the zip will be renamed to no overwrite files in the existing data directory.
- Updates your chitin.key with so any resources from inside of the zip file will point to their appropriate bif files.
- Renames your dlc/sod-dlc.zip to dlc/sod-dlc.disabled so the engine no longer loads the zip based dlc.
This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files.
I've tested this on two machines here(PC/Mac), on steam. Let me know if you have any success.
@elminster 's edit: Mac users should make sure the "modmerge-osx" file they download is renamed as "modmerge" before trying the above steps.
Post edited by elminster on
77
Comments
There's some reports though, that the GoG version is in the directory with the chitin.key file, rather than in the DLC subdirectory. I don't have GoG myself, so I can't verify, but if any GoG users check this thread, please check where the zip file is located and confirm or deny this!
I ran BG1EE with NPC Project, tested some conversations for 10 minutes and i didn't find any problems. I didn't test Dragonspear though.
Hopefully @ScottBrooks can make it GoG compatible with a little tweak, without requiring users to move their zip file?
Only the glowy shields from the Tweaks pack didn't install for me, but since that's a new component of that pack, it may be a bug in the component itself.
Achievements still work.
When I try to install soundsets using the mod I get the following error:
Cannot append column-wise because there are 48 lines in CHARSND.2da but I was only given 28 things to append
ERROR: Failure("cannot append column-wise to CHARSND.2da")
Other gameplay mods installed fine and seem to work correctly in-game.
The mod is simply not 2.0 compatible, and needs to be updated.
The glowy shield thingy that I mentioned in my previous post also doesn't load on the Beamdog version.
Before I used Modmerge, the only problem was that the subtitles for the soundsets were showing incorrect text. After using Modmerge, I can't install the soundsets at all.
Maybe the Awesome Soundset mod has issues with the Beamdog version of the Infinity Engine games, but this is the first I'm hearing of it. Point is, the 2.0 patch didn't seem to break the mod; Siege of Dragonspear messed up the subtitles, and it looks like Modmerge broke it completely.
This tool has one job, making the Steam/GoG installation similar to the Beamdog installation for mod compatibility. So far, it seems to do an excellent job at that. It's not designed to make your mod work, if your mod doesn't work with the Beamdog version in the first place.
I've posted in the Awesome Soundset thread about the issue and informed the mod maker, Smeagolheart, about the problem. Hopefully he looks into it and can find a solution.
If you were able to install it post-SoD before, that was because you weren't installing it on Sod, but on the original files.
I don't know why there are multiple versions of the games to begin with, honestly. Why have a Beamdog version and a Steam/GOG version? Wouldn't it make more sense to just make one version and distribute that one version to different outlets? Then we wouldn't have problems like these to begin with.
Anyway, apologies for any offenses, and I've reported this issue in the correct forum thread. Hopefully Smeagolheart can fix this and have the Awesome Soundset compatible with all versions of the Infinity Engine games.
The zip file is an odd issue, and it's questionable why it's done like that. Considering the zip file seems to be identical for Steam and GoG, it's likely that that's how Beamdog presented the expansion set to both platforms. There's probably certain requirements for how DLCs are supposed to work on these platforms.
Still disappointed in Beamdog though.
Unless I have misread your post you're not here as an official Beamdog representative but just as a private person. That means there is still no official answer.
I didn't expect an official statement during the weekend but I certainly expected one today. (Actually I would have expected BD to inform the community about this issue before release.)
Also, Beamdog should have let you do this on company time instead of just counting on someone to sacrifice personal time to fix issues caused by BD.
As long as people run this little tool before installing mods, they can install any mod that the beamdog users can, and honestly, those people that install mods will have to look around regardless. The larger mods will probably point towards this, and perhaps even Weidu could be designed to alarm the user if it finds the zip file.
(Though obviously, the GoG zip location should be added to the tool.)
I just wish there wasn't a need for it in the first place. If everything was compiled uniformly to begin with, and there weren't slightly different versions of one game being sold at different places, there wouldn't be a need for the program.
It's just disappointing that all of this happened, I guess is what I'm trying to say. Needing a mod to install a mod just feels counterproductive and headache-inducing. Hopefully future patches and a WeiDU update resolves everything.
that is all
I'll look into adding support for searching for the file where gog has placed it.
@ALIEN: Is there any real need to put the bif files in data? Some of them share names with the existing data/ biffs, so the files would need to be renamed either way. I would prefer to not adjust any of the files in the data folder.
Yet, indeed as you write, some files have the same name and different size compared to BG1EE-SoD release from Beamdog. I will check if you can skip it and if not, we need another solution or a quick statement from Beamdog that they will fix this soon.
now i'm curious about something. in the event of a patch would we have to reset the folder back to it's original state so it can take effect? or can we leave it as is?
Go to the folder containing the chitin.key file.
Create a new subfolder called "dlc" (without the quotes).
Move the sod-dlc.zip file into this dlc subfolder (do not copy it).
Download this tool and save it in the folder containing the chitin.key file.
Run the tool.
Hopefully, ScottBrooks will update the mod so that you no longer need to move the zip file into a dlc folder, but until then, this should do the trick as well.
Now that Scott has provided us with this tool (again, great work!) I guess Beamdog considers this issue "done".