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[HOW TO] Install mods on iOS devices (NO Jailbreak)

Luke93Luke93 Member Posts: 486
edited November 18 in General Modding

WARNING: the following procedure requires a Mac/PC with iTunes v12.6.3 installed!


  1. Take your computer and download the .ipa file of BG:EE/BG2:EE/IWD:EE. For example, on a Mac:

    launch iTunes -> account -> sign in with your Apple ID -> account -> purchased -> not in my library -> download BG:EE/BG2:EE/IWD:EE

  2. Locate that file. For example, on a Mac:

    /Users/"Username"/Music/iTunes/Previous iTunes Libraries/iTunes Media/Mobile Applications

  3. Rename that .ipa extension to .zip, and then unzip the app. You will have a folder with the app inside it. You can get to the game folder (where chitin.key is) and from there install weidu mods normally. For example, on a Mac:

    Baldur's Gate 2.4.71 -> Payload -> right-click on Baldur's Gate -> Show Package Contents

  4. At this point you should have a bunch of modded game files, including an override folder and a modified version of dialog.tlk.
  5. Zip (no compression) all the files contained in the override folder; for example -> mod.zip.
  6. Rename the archive to: mod.bg1/bg2/iwdoverride.
  7. E-mail it to yourself.
  8. Take your iOS device, tap onto the previous attachment and open it with BG:EE/BG2:EE/IWD:EE.
  9. The app will launch.
  10. Take again your Mac/PC. If you only play the game in English, copy the /lang folder, delete every subfolder except /en_US and then zip (no compression) the /lang folder copy -> lang.zip; if you play the game in another language, you will delete every subfolder except the one related to your language.
  11. Rename it to: lang.bg1/bg2/iwddata.
  12. E-mail it to yourself.
  13. Retake your iOS device, tap onto the previous attachment and open it with BG:EE/BG2:EE/IWD:EE.
  14. Restart the app for changes to take effect.
  15. Enjoy!!!
It may not be straightforward, but it works!!! No more differences between desktop and mobile!! Huzzah!!!!

P.S.: UI mods may not work...

Here is the log of the mods I've installed:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10
~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8
~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2
~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7
Post edited by Luke93 on
StummvonBordwehrtbone1PibaroLoomislolienJuliusBorisov
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Comments

  • Luke93Luke93 Member Posts: 486
    edited October 29
    @JuliusBorisov Please, stick this thread. Every single player with an iOS device must know about this guide!!!
    tbone1StummvonBordwehr
  • tbone1tbone1 Member Posts: 1,173
    edited October 29
    Awesome! Will try this later tonight, if I have time.

    For the record, when you rename the archive, it is renamed to mod1.bg1override or lang.bg2data and so on, correct? I’ve seen enough people misunderstand these things, including myself, that it should be clear and explicit.

    Or, in the words of Peter Cook, “you shouldn’t say things together like that, Dud, it could confuse a stupid person”.
    StummvonBordwehr
  • Luke93Luke93 Member Posts: 486
    edited October 29
    @tbone1 Yes: one must be renamed to mod1.bg1override; the other one, that is the lang.zip, must be renamed to lang.bg1data.

    I suggest starting with a custom kit, so you can see immediately if you succeeded or not. For example, I successfully installed the arcane archer kit and the Animal Companion for Rangers and Druids (both mods with all the related textual parts.....)
    Post edited by Luke93 on
    tbone1StummvonBordwehr
  • subtledoctorsubtledoctor Member Posts: 7,820
    Can you give us more info on exactly what you have achieved? Which games have you tested?

    I'm pretty sure I've tried this with IWD v2.4 and it did not work.

    Are you using Windows, or MacOS? I'm pretty sure they have different conventions for handling .zip archives.

    Also, what program are you using to zip the files? Does it require any particular settings? I read somewhere that it has to be with no compression, or something like that?

    Honestly I don't know why Beamdog doesn't just allow the games to recognize DLC archives... the Steam and GOG versions already do, so it's a known mechanism. Then we could just package up install with the "DLC Builder" and email the homebrewed DLC to ourselves. Simple and sensible. (Heaven forbid!)
    StummvonBordwehrLuke93
  • Luke93Luke93 Member Posts: 486
    edited October 30
    @subtledoctor So, as I said, I successfully installed a custom fighter kit (arcane archer) and the Animal Companion for Rangers and Druids (with all the related textual parts, i.e., no broken strings!).

    I've tested BG2:EE and I expect the same results on BG:EE (in this case it may be necessary to uninstall SoD, but I'm not sure......). As far as IWD:EE is concerned, the procedure may not work because the desktop version of that game is still 1.4 (compared to 2.4.....).

    I'm using MacOS and zip the files with my Mac (right-click -> compress). After that, I upload the two archives (mod.zip, lang.zip) to Dropbox. I take my iOS device and use the app Documents to rename them to mod.bg1/bg2/iwdoverride and lang.bg1/bg2/iwddata.
    Post edited by Luke93 on
    StummvonBordwehr
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 12,626
    Luke93 said:

    @JuliusBorisov Please, stick this thread. Every single player with an iOS device must know about this guide!!!

    @Pibaro (considering your https://forums.beamdog.com/discussion/66484/guida-allistallazione-di-mod-per-bgee-e-bg2ee-su-ipad#latest) What do you think about the Luke's post?
  • PibaroPibaro Member, Translator (NDA) Posts: 2,969
    I'm going to test this as soon as possible
    JuliusBorisovLuke93
  • Luke93Luke93 Member Posts: 486
    I encourage all iOS players to test this method and tell me if you were able to install some mods: I've just installed Rogue Rebalancing!!!!! Awesome mod!!!!
    StummvonBordwehr
  • StummvonBordwehrStummvonBordwehr Member Posts: 174
    Luke93 said:

    I encourage all iOS players to test this method and tell me if you were able to install some mods: I've just installed Rogue Rebalancing!!!!! Awesome mod!!!!

    Awesome @Luke93 - great stuff.

    I would love to mod or just tweak the game a bit (xp cap remover is first on the list), but I dont have a bgee or bg2ee version besides my ee-iPhone collectiob (I have the BG trilogy on cd’s), but I am not planning on buying them for a laptop.

    But would it be possible to make the zip versions (as you have described) of the smaller mods and tweaks, and make them available for download - if it works?

    Btw: @JuliusBorisov I hope beamdog will enable the game to be (slightly) modded or add more options for tablet players (level cap removal and enable tweaks anthology as options in the gameplay menu). The game is great, but its the mods and tweaks that keep it fresh.
  • subtledoctorsubtledoctor Member Posts: 7,820
    edited October 31

    I would love to mod or just tweak the game a bit (xp cap remover is first on the list), but I dont have a bgee or bg2ee version besides my ee-iPhone collectiob (I have the BG trilogy on cd’s), but I am not planning on buying them for a laptop.

    You should be able to find copies of the apps on your computer. I'm on a Mac, and they are in ~/Music/iTunes Music/mobile applications or some location like that. It will be a file with an .ipa extension.

    Rename that .ipa extension to .zip, and then unzip the app. You will have a folder with the app inside it. You can get to the game folder (where chitin.key is) and from there install weidu mods normally. Then you will have a bunch of modded game files, including an override folder and a modified version of dialog.tlk. You can use the instructions in this thread to email them to yourself and get them into your game on the iPad.

    @Luke93 a couple questions:

    1) So if I understand correctly, for the files in /override, you actually highlighted all the files and then did the zip operation? I.e. The contents of the folder, as opposed to the folder itself?

    And contrarily, for the /lang folder, you zipped the actual folder?

    2) So, for IWDEE, when I email myself a file with the ".iwddata" extension, iOS doesn't recognize it, so I can't import it. This obviously precludes doing anything with /lang.

    You talked about using the "Documents" app... is that the new app in iOS 11? Is it possible I can't do it because my iPad is still on iOS 10? I don't see why that would change anything but I don't have much information to go on.
    Post edited by subtledoctor on
  • subtledoctorsubtledoctor Member Posts: 7,820
    edited October 31
    I should say, in general, assuming people get this to work, they will have the best results if they mod the versions of the games inside the .ipa files. The desktop games are on different version numbers and there may be small differences, like a different number of strings in dialog.tlk or something.

    Maybe the OP could be updated with additional instructions for people to find and mod the actual mobile versions of the games.

    (And, to clarify a post earlier in the thread, when I said I tried this with IWDEE and it didn't work, I was indeed trying a modded version of IWDEE v2.4 - not 1.4.)
    Post edited by subtledoctor on
    Luke93
  • AstroBryGuyAstroBryGuy Member Posts: 2,836

    You should be able to find copies of the apps on your computer. I'm on a Mac, and they are in ~/Music/iTunes Music/mobile applications or some location like that. It will be a file with an .ipa extension.

    Not with iTunes 12.7 or later. Apple removed access to the iOS App Store in iTunes.

    https://www.macrumors.com/2017/09/12/apple-itunes-12-7-no-app-store/

    There is apparently a work-around using Apple Configurator.

    https://apple.stackexchange.com/questions/298391/how-do-i-download-an-ios-app-ipa-file-to-my-mac-after-itunes-12-7-update
  • subtledoctorsubtledoctor Member Posts: 7,820
    edited October 31
    You can download iTunes v12.6.3 to get back the App-Store-in-iTunes functions. It's pretty easy. Only took a bit of fiddling to delete the .itl file and load a version from my "previous iTunes libraries" folder.

    BUT I don't think that's necessary. I'm not totally sure, but I think the .ipa files are kept in your iTunes folder even with iTunes 12.7. One way or the other there's a way to get access to the app that is way easier than jailbreaking ever was.

    In other news, I can confirm this method, I just got Might & Guile installed to BGEE on my iPad. One thing that helped, was removing all of the language folders in /lang except the one I play the game in. Made it a much smaller file to import.

    I don't know why IWDEE doesn't seem to work the same way, but this is encouraging. Now I want to stress-test the game... I was playing IWDEE v1.4 modded with over 12,000 files in /override, but with BG2 I expect that number could be nearly an order of magnitude higher. I wonder if this little iPad can handle it...
    Post edited by subtledoctor on
  • Luke93Luke93 Member Posts: 486


    @Luke93 a couple questions:

    1) So if I understand correctly, for the files in /override, you actually highlighted all the files and then did the zip operation? I.e. The contents of the folder, as opposed to the folder itself?

    Yes, correct. You need to zip the files contained in the override folder as opposed to the folder itself.


    And contrarily, for the /lang folder, you zipped the actual folder?

    Yes, correct. For the lang folder you need to zip the actual folder.


    You talked about using the "Documents" app... is that the new app in iOS 11?

    No, it isn't. The app that came with iOS 11 is Files.... I'm talking about this one: https://itunes.apple.com/us/app/documents-5-file-manager-pdf-reader-and-browser/id364901807?mt=8&at=10l6UJ&ct=Documents_from_readdle_product_page.
    I recommend using it in order to zip the lang folder because when I zipped it with my Mac, I didn't manage to install Rogue Rebalancing.....
  • Luke93Luke93 Member Posts: 486

    I should say, in general, assuming people get this to work, they will have the best results if they mod the versions of the games inside the .ipa files.

    Maybe the OP could be updated with additional instructions for people to find and mod the actual mobile versions of the games

    So, are you saying that the desktop version of the game is not necessary? That would be great!!! I'm gonna investigate this later today and update the OP accordingly.....
  • subtledoctorsubtledoctor Member Posts: 7,820
    edited October 31
    Luke93 said:

    So, are you saying that the desktop version of the game is not necessary? That would be great!!!

    Yup. You don't need the desktop game if you can get access to the mobile version's .ipa file. And in fact, due to different versioning, you're better off using the .ipa file.

    You can't use what's inside the .ipa file to play the game on the desktop, of course. But you can mod it there, and then send the override files and lang folder back to your iPad.

    For the record, I added the mod.bg1override and lang.bg1data files to Dropbox, then opened them in the iOS Dropbox app, then for each one I selected "export" and then "open in app" to get them to BGEE.

    Also for the record, I used the excellent and free Keka app for MacOS to zip the files and folder. I set it to zip with no compression.

    Finally, the /lang folder with no compression is like 1 GB - extremely large. Since I only play the game in English, I copied the /lang folder and then deleted every subfolder except /en_US, and then zipped the /lang folder copy. It was only 50 MB, easy enough to send to my iPad.
    Post edited by subtledoctor on
    StummvonBordwehrLuke93
  • Luke93Luke93 Member Posts: 486
    edited October 31
    @subtledoctor I installed iTunes v12.6.3 but I don't have the "mobile applications" folder, that is, I cannot find the .ipa file......

    EDIT: that's because I first need to download it:

    iTunes -> account -> sign in -> account -> purchased -> not in my library -> select BG:EE/BG2:EE/IWD:EE

    However, different versioning doesn't seem to be a problem. Keep in mind that 2.4 added 64-bit support and a small amount of bug fixes, so it's basically a sort of 2.3 for iOS devices. Moreover, when all platforms are updated to 2.5, this will no longer be an issue.....
    Post edited by Luke93 on
  • PibaroPibaro Member, Translator (NDA) Posts: 2,969
    It's working for me too.
    No more invalid strings in my scs game :)

    Now ionly have one more issue.
    How do I uninstall a mod????
    Luke93bob_venglolien
  • subtledoctorsubtledoctor Member Posts: 7,820
    edited November 1
    Uninstall the mod on the desktop as normal.

    Delete the app from your iPad and then add it again. (Best to do this through iTunes, which you can do with iTunes 12.6.3, So as to avoid using 2.5GB of extra bandwidth.)

    Re-zip and re-send the override files and lang folder.
    Pibaro
  • subtledoctorsubtledoctor Member Posts: 7,820
    edited November 1
    I'm gonna really see what is possible here. I've spent two hours downloading and ordering about 110 mods to install to BG2EE, matching the BWS install order. When I find some time I'll get them installed, send everything over to the iPad, and see what happens.

    I'm actually modding the desktop 2.3 game, not the mobile 2.4 .ipa file. Ordinarily I would suggest modding the mobile app's files, but with an install this big I want to test that it works on the desktop.

    Gonna try to grab that brass ring...
    Post edited by subtledoctor on
    StummvonBordwehrtbone1Pibaro
  • PibaroPibaro Member, Translator (NDA) Posts: 2,969
    It's time for me to learn more about availble mods!
    I'm going to heavily mod my game soon!!!
    StummvonBordwehrLuke93
  • argent77argent77 Member Posts: 1,984
    Has anyone tried out mods that add or update areas in the new PVRZ-based format? Afaik, the mobile versions of the game don't necessarily support the same texture formats as the desktop versions.
  • Luke93Luke93 Member Posts: 486
    Pibaro said:

    It's time for me to learn more about availble mods!
    I'm going to heavily mod my game soon!!!

    First time SCS here. It's awesome!!!
    StummvonBordwehr
  • subtledoctorsubtledoctor Member Posts: 7,820
    edited November 1
    Fun fact: highlighting 13,000+ files in a folder and telling my computer "create a .zip archive from this" makes my computer not like me. :tongue:

    (EDIT - my computer seems to be completely unwilling to zip 13,000 files together. At least, after leaving the task running for 25 minutes. Need to set it up and let it run for an hour or two.)
    argent77 said:

    Has anyone tried out mods that add or update areas in the new PVRZ-based format? Afaik, the mobile versions of the game don't necessarily support the same texture formats as the desktop versions.

    I'm worried about sounds too. I think most mods put stuff in .wav format but I'm not sure the mobile version supports that.

    Also, what about the 4GB limit? I know the app has to be under that to be sold on the App Store, but what if I increase it from 2.5GB to 10GB while it's installed? Will it still run?

    And third, what if a mod puts resources into .bif files in the /data folder? Could we zip the /data folder the same way we zip /lang?

    I guess you could take away from this post that I have a trilogy of concerns that I'd like to answer...
    Post edited by subtledoctor on
    StummvonBordwehrtbone1Luke93
  • subtledoctorsubtledoctor Member Posts: 7,820
    Well, let it not be said I didn't try.

    I couldn't zip 13,000 files, so I just zipped the override folder itself, and figured we could treat it the same way we treat the lang folder. So I named it "override.bg2data." And I zipped my "data" folder and named it "data.bg2data." Along with "lang.bg2data" I imported the three files onto my iPad, opened them in BG2EE, then closed down the app (double-click home button and swipe the app off the screen), then reopened BG2. I was greeted with this screen which was promising:


    I chose a campaign that involves a prolonged attack on a reptilian pointy stick (ahem) and it sent me into the character creation screen. Chose the default Abdel character. Chose a difficulty level. "Venture forth" and... hard crash. Darn.

    Alas, it is evidently not possible to get early access to ess-oh-dee-on-eye-oh-ess. :(

    @argent77 Do you know what formats are supported? This means we probably can't install, for instance, @LavaDelVortel's "Southern Edge" mod. But maybe if modders knew how, they could build mobile compatibility into the mods (ahem @swit ).
  • Luke93Luke93 Member Posts: 486
    @subtledoctor Can you confirm that

    Override -> override.zip -> override.bg1/bg2/iwddata

    Is a valid alternative?

    If I understood correctly, you managed to install a sort of UI mod. My question is: do I need to use the data folder if I want to install UI mods?


    I'm worried about sounds too. I think most mods put stuff in .wav format but I'm not sure the mobile version supports that.

    .wav format is supported. As a matter of fact, it is possible to install custom sound sets: download a custom sound set and locate the sounds folder:

    sounds -> sounds.zip -> sounds.bg1/bg2/iwddata
  • argent77argent77 Member Posts: 1,984
    edited November 2

    @argent77 Do you know what formats are supported? This means we probably can't install, for instance, @LavaDelVortel's "Southern Edge" mod. But maybe if modders knew how, they could build mobile compatibility into the mods (ahem @swit ).

    The texture format is probably device-dependent. I know for certain that some devices use the PVRTC texture encoding (not exactly sure which variant though, there is 2bpp and 4bpp). I have also heard of ETC1 or ETC2 encoding used by some devices. There may be even more.

    It's not impossible to convert the PVRZ files into a new texture format, but requires some extra steps (and tools).

    1. Download and install the Imagination PowerVR SDK for the required PVRTexTool
    2. Use NI to decompress PVRZ into PVR files
    3. Start PVRTextTool (GUI) and open a PVR file
    4. Use menu Edit > Encode (or right-click on texture > Encode) to open the conversion dialog
    5. Select Group/API: OpenGL ES 1/2/3, and the desired texture format (e.g. one of the PVRTC formats)
    6. Press "Encode" and wait for the encoding process to finish
    7. Save the newly created texture as a PVR file
    8. Use NI's Tools > Convert > Image to PVRZ... to (batch) convert the PVR back into PVRZ

    You can also use the command line version (PVRTexToolCLI) to batch convert multiple PVR files. The syntax isn't overly complicated, e.g.
    PVRTexToolCLI.exe -i input.pvr -o output.pvr -f PVRTC1_4_RGB,UBN,lRGB
    converts the file "input.pvr" into "output.pvr" with encoding PVRTC 4bpp RGB (type=Unsigned Normalized Bytes, colorspace=Linear RGB).

    Edit: The compression/decompression from/to PVR/PVRZ can also be done with WeiDU's (DE)COMPRESS_xxx routines.
    Post edited by argent77 on
  • subtledoctorsubtledoctor Member Posts: 7,820
    edited November 2
    Luke93 said:

    @subtledoctor Can you confirm that

    Override -> override.zip -> override.bg1/bg2/iwddata

    Is a valid alternative?

    No, not yet. There was a crash as soon as my game began, I can't rule out that doing the override files differently didn't cause it.
    Luke93 said:

    If I understood correctly, you managed to install a sort of UI mod. My question is: do I need to use the data folder if I want to install UI mods?

    No, not a UI mod. I installed EET - meaning all of BG1 and TotSC and SoD and Black Pits 1 - onto BG2EE. It does have a UI component to change the starting screens... and while that UI change was not completely successful in the visual sense, it did in fact change the UI, as you can see by the fact that my "choose campaign" start screen is not the vanilla BG2EE start screen. I could select different campaigns, so I tried to start an SoD game. It is wasn't the UI that crashed the game, rather it was when gameplay started, in the initial dungeon when there should have been a conversation with Imoen.

    I think that crash was probably because EET uses an unsupported format for the BGEE and SoD area files. But I can't be sure. Could have been because the override.bg2data thing didn't/can't work, or because the data.bg2data thing didn't/can't work. There are a lot of possible reasons for that to have failed.

    If anyone wants to explore, there are a couple tests that could shed more light on the matter.

    1) Zip the override folder itself (not just the contents of the folder), and see whether importing it as override.bg1data actually works.

    2) Install some mods, then run General Biffing in Weidu. That should move all the override files into .bif files on the /data folder. Now, zip the /data folder and rename it from "data.zip" to "data.bg1data" and then move that to an iPad. (Warning, it could be several gigabytes.) then play the game and see whether the mods are working.

    IF both of those things work, then we could go to k4thos and see if EET could be made in a way that could use iOS-compatible file formats.

    And Beamdog, before you get your undergarments in a bunch about the possibility of people playing SoD on iPads: don't worry, by the time players and modders could possible get their act together and get EET working, you will have long since released the mobile version of SoD... riiiight?
    Post edited by subtledoctor on
    StummvonBordwehrPibaro
  • argent77argent77 Member Posts: 1,984

    2) Install some mods, then run General Biffing in Weidu. That should move all the override files into .bif files on the /data folder. Now, zip the /data folder and rename it from "data.zip" to "data.bg1data" and then move that to an iPad. (Warning, it could be several gigabytes.) then play the game and see whether the mods are working.

    IF both of those things work, then we could go to k4thos and see if EET could be made in a way that could use iOS-compatible file formats.

    Just a note, .bif files and their content has to be indexed by the chitin.key, or it won't be detected by the game.
  • subtledoctorsubtledoctor Member Posts: 7,820
    argent77 said:

    2) Install some mods, then run General Biffing in Weidu. That should move all the override files into .bif files on the /data folder. Now, zip the /data folder and rename it from "data.zip" to "data.bg1data" and then move that to an iPad. (Warning, it could be several gigabytes.) then play the game and see whether the mods are working.

    IF both of those things work, then we could go to k4thos and see if EET could be made in a way that could use iOS-compatible file formats.

    Just a note, .bif files and their content has to be indexed by the chitin.key, or it won't be detected by the game.
    Oh. Interesting. So I need to also get a modified version of chitin.key over to the iPad...? I wonder if that's possible. Obvious answer would be "zip the file and call it 'chitin.bg2data.'" But who knows if that would work.
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