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New forum user, needing help with modding for Android.

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Comments

  • GusindaGusinda Member Posts: 1,012
    Hi @Noloir, sorry for not resonding earlier but I have been away... If you look at the Compression Method pull down, you will find a method called STORE. This will not compress the package. Normal compression uses light compress method.

    Gus

  • NoloirNoloir Member, Mobile Tester Posts: 257
    @Gusinda No problem! We all have lives to live and enjoy tinkering around with BG when the chance springs.

    I kind of figured where the store panel was and tried to create other Mod zips like this from the info given but the dialog.tlk keeps emerging as invalid but everything else works flawlessly.

    I think I'm making a mistake when it comes to transfering the .lang files particularly with the central.exe but not sure how to resolve it.

  • GusindaGusinda Member Posts: 1,012
    Hi @Noloir, I grabbed the fixes file and have done the following with it:

    - Unpacked the file
    - Zipped the 'lang' folder using the STORE method in WinRAR
    - Centralfixed 'lang.zip'
    - Packaged both 'lang.zip' and the 'override' folder together using normal compression. This is fine because 'Noloir BG Fixes.zip will be unpacked on your device leaving lang.zip (centralfixed) in the root of the game folder, and the override folder unpacked and therefore doesn't need to have centrallfix applied.


    I haven't tried the end result but it hopefully works. This is how you should install:
    - Copy 'BG Noloir-Fixes.zip' to your device
    - Unpack the file keeping folder structure into your BGEE folder so that your end up with:
    Android/data/com.beamdog.baldursgateenhancededition/files/baldur.lua (should already be on your device)
    Android/data/com.beamdog.baldursgateenhancededition/files/lang.zip (file)
    Android/data/com.beamdog.baldursgateenhancededition/files/override (unpacked folder)

    Hopefully this makes sense and provides a happy solution...
    Gus

  • NoloirNoloir Member, Mobile Tester Posts: 257
    @Gusinda

    A happy solution and then some! The language is displayed! Does "centralfixing" just mean storing the .lang in WinRaR and then overlaying it with a normal .zip including the override so the root of the app can access/read the dialog.tlk?

  • GusindaGusinda Member Posts: 1,012
    @Noloir, Centralfix.exe modifies the 'STORED' .zip file index so dialog.tlk can be read and understood by BGEE with the Android file system. I place the dialog.tlk in it's own .zip because some of the time, the override folder is oversized and crashes the game on start. I just separate the two (lang.zip & override folder) now as a procedure rather than hit and miss. It has other benefits as well, but making it a single procedure was the biggest.

    Placing lang.zip in a second .zip file with the override folder is simply to move a single file to the device to unpack (sitting there watching thousands of files transfer across from PC to the device is not something that I will likely do again; took hours). You could, if you want, zip up the override folder on it's own into override.zip, zip and centralfix the lang folder into lang.zip, copy both then unpack override.zip on the device but it is the same outcome.

    Make sense?
    Gus

  • NoloirNoloir Member, Mobile Tester Posts: 257
    edited October 8
    @Gusinda Makes sense. So the central.exe is basically a translator that makes mod files readable for mobile or in this particular case Android devices.

    In a much earlier post you took the time to describe the explain in depth how to set up the centfixlang.txt file (Much appreciated by the way.) by adding the lines central.langfix followed by the line pause to the txt file. Your description:
    Gusinda said:



    "You should now have a file called lang.zip in the root of C:\BG Android\BGEE Modfile which needs to be Centralfixed (prepped for the game to be able to read the file in Android).

    Not sure if you have played with DOS before, so I will scoot around that by asking you to create a batch file.
    - In the folder C:\BG Android\BGEE Modfile, you should have the file 'centralfix.exe'. Create a new text file called centfixlang.bat and add the following lines:

    centralfix lang.zip
    pause

    Save and close. What this does is bypass a couple of steps of having to pop into DOS to run the command, and it still shows you the results.

    - Run 'centfixlang.bat"


    https://forums.beamdog.com/discussion/comment/972379#Comment_972379


    After moving the dialog.tlk into lang folder I used WinRar to store the centfixlang.txt file with the lang folder.

    Then I stored the override folder with the previous store to create the modfile. Used to "zip" the files but once you explained to store it instead that's one of the steps that have been corrected but there's something still off and I suspect that it's here my mistake in reference to the Invalid dialogue display when modding android is being made.

  • GusindaGusinda Member Posts: 1,012
    @Noloir, is this the file that is being use or have you renamed it to upload? If it is the file, then it should be named:

    centralfix.bat

    Sometimes, a text editor (Notepad comes to mind) defaults to saving .txt at the end of the file. It you remove the .txt.

    If it is named centralfix.bat, then double clicking the file will run it. It doesn't get stored with the dialog.tlk.

    The steps should be:
    - Copy the dialog.tlk to the lang folder. This should be store into it's language folder.ie: if you use english then it should look like '\lang\en_US\dialog.tlk'
    - Using WinRAR, right click on the 'lang' folder to create the archive lang.zip using the 'Store' compression method.
    - You should end up with lang.zip, centralfix.exe and centralfix.bat in the root of the modding folder. Apply centralfix by double clicking on 'centralfix.bat'. You should have a DOS box start up, run the command and pause, showing the results. To close the DOS box, just hit space bar.
    - You can then select lang.zip and the override folder to create a modfile.zip. This can be a compressed file as it is unpacked on the device. This is a new file and not added to the original 'stored' lang.zip.

    From you previous files, I suspect that all is going well except for the centralfix component. Hopefully, this explains things a little better. If it doesn't then let me know and we can sort it out.

    Gus

    Noloir
  • NoloirNoloir Member, Mobile Tester Posts: 257
    Gusinda said:

    @Noloir, is this the file that is being use or have you renamed it to upload? If it is the file, then it should be named:

    centralfix.bat

    Sometimes, a text editor (Notepad comes to mind) defaults to saving .txt at the end of the file. It you remove the .txt.

    If it is named centralfix.bat, then double clicking the file will run it. It doesn't get stored with the dialog.tlk.

    The steps should be:
    - Copy the dialog.tlk to the lang folder. This should be store into it's language folder.ie: if you use english then it should look like '\lang\en_US\dialog.tlk'
    - Using WinRAR, right click on the 'lang' folder to create the archive lang.zip using the 'Store' compression method.
    - You should end up with lang.zip, centralfix.exe and centralfix.bat in the root of the modding folder. Apply centralfix by double clicking on 'centralfix.bat'. You should have a DOS box start up, run the command and pause, showing the results. To close the DOS box, just hit space bar.
    - You can then select lang.zip and the override folder to create a modfile.zip. This can be a compressed file as it is unpacked on the device. This is a new file and not added to the original 'stored' lang.zip.

    From you previous files, I suspect that all is going well except for the centralfix component. Hopefully, this explains things a little better. If it doesn't then let me know and we can sort it out.

    Gus



    Hey Gus, took a little break from BG. On returning back to it I find it more enjoyable! This is the centfixlang.bat I've been using but I have a feeling that it's not scripted properly for some reason which lead to the issues.

  • GusindaGusinda Member Posts: 1,012
    Hi @Noloir, looks good inside. Just want to make sure that the file has been renamed to centralfix.bat before using.

    Also, that the 'lang.zip' is using a STORED (not compressed) method for zipping. You can tell by the size of the .zip file. If it is smaller than the dialog.tlk (they should be the same size), then there has been some compression and the game wont be able to read the file.

    When you run centralfix.bat, you should see the command prompt open, text on the screen showing that it is rewriting the index file and it will pause to show either success or a prob. Once that is done, hit space (or 'any key') and it will go away.

    Gus

  • NoloirNoloir Member, Mobile Tester Posts: 257
    edited December 9
    Gusinda said:

    Hi @Noloir, looks good inside. Just want to make sure that the file has been renamed to centralfix.bat before using.

    Also, that the 'lang.zip' is using a STORED (not compressed) method for zipping. You can tell by the size of the .zip file. If it is smaller than the dialog.tlk (they should be the same size), then there has been some compression and the game wont be able to read the file.

    When you run centralfix.bat, you should see the command prompt open, text on the screen showing that it is rewriting the index file and it will pause to show either success or a prob. Once that is done, hit space (or 'any key') and it will go away.

    Gus

    Attempted to mod BG2EE v2.5 with an Arcane Archer mod for about 2 hours but no dice.

    After setting up Weidu I extract the .tlk and override file from the "Dirty" chitin.key folder to the modfile folder.

    Next I create a folder structure that looks like \lang\en_US\dialog.tlk

    Then I archive the lang folder, set the button to .zip, the select store. After this I drag the newly formed lang.zip over the centralfix where a text window emerges on the screen with text, it pauses, then self closes.

    Then I archive the lang.zip with the override file and name it "Arcane_Archer v2.5", transfer it to my tablet in the BG2EE 2.5 .ini folder and extract.

    The override folder extracts but the lang.zip folder remains in the .zip. When I attempt to unzip it it my file browser displays the message "Exception found!(invalid CEN header bad signature)).

  • GusindaGusinda Member Posts: 1,012
    @Noloir, which version of the Arcane Archer are you using. If using the stand alone package, according to this, it isn't supported anymore and you should use the Artisan's Kitpack instead.

    Having said that, there are problems with installing mods onto the current version of BG2EE (Android).

    If I get the opportunity, I will have a play today and see if it can be done without going through the procedure in removing the dialog.tlk from the patch.obb.

    Gus

  • GusindaGusinda Member Posts: 1,012
    @Noloir, had a bash at installing the Arcane Archer (only - no other kits/mods) from Artisan's Kitpack and got it going with the dialogf.tlk trick; no need to remove dialog.tlk from the patch.obb.

    If you are unaware of the method, I will describe it briefly:
    - Once you have installed the mods for BG2EE and placed the dialog.tlk into your lang/en_US folder for STORING into a .zip file, make a copy of the dialog.tlk and name it dialogf.tlk.
    - STORE the files as you would normally into lang.zip (or which ever name selected) and centralfix.
    - continue creating the modfile with override folder etc.

    I have placed a copy of the modfile here so you can have a look. The method of duplicating the dialog.tlk sometimes deconflicts (it doesn't work with all mods) or at least gives the game something else to look at when reading the dialogue.

    Hopefully it goes well for you
    Gus

  • NoloirNoloir Member, Mobile Tester Posts: 257
    @Gusinda, I used your modfile as a template to create an experimental mod that closely corresponded but that didn't seem to work. Yours on the otherhand was very much successful. I genuinely appreciate it.

    When it comes to modding at the moment I'm more interested in learning how to install mods properly than gameplay itself at the moment.

    Thanks to you and this wonderfully insightful community I've learned alot in regards to how to tweak the the Infinity Engine. I've learned how to create custom items, assign character op codes to give them distinctive effects, create soundkits out of existing .Wav files (Tazok's are absolutely amazing. They're as compelling if not more than Sarevok's!) and the like.

    Ultimately though, in regards to this knowledge I want to learn how to use Weidu to create well scripted item/weapon mods. There's alot potential to create stuff out of files that weren't integrated into BG like the SPEAREX.PRO (exploding spear projectile) but if I struggle with something as basic as installing the dialog.tlk from a pre-existing mod creating strings for custom items and assigning them to store inventories seems like a far off venture.

    Below is my most recent attempt at installing a modded .tlk file using your example as a template. Hoping to identify what's going wrong as to correct it.

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