I'm using DlcBuilder 4.0-beta4 on the latest BG2EE patch 2.5.16.4
There is no problem building the DLC. No error messages at all. But using the DLC on another system doesn't work anymore. For instance the mod NPC portraits aren't shown. Maybe there are other problems too.
If I copy the override folder (and the dialog.tlk) to the second systems manually, everything looks fine.
This problem is new. The former 2.5 patch didn't had this problem.
Interesting. I'll take a look when I have some spare time.
I've made a quick test myself. It looks like content from the DLC isn't applied to the game, even though log messages (when you start the game from the command line) indicate that the dlc has been detected and loaded. The same applies to IWDEE.
It looks like the DLC issue hasn't been fixed in the final 2.5 patch for BG2EE. The relevant bug report is still on 'submitted' status.
I have tested (workshop folder) in the 2.5.17.0 released today (both BGEE+SOD and IWDEE), it seems the bug is fixed. But BG2EE "will remain as-is for the time being"...
I have tested (workshop folder) in the 2.5.17.0 released today (both BGEE+SOD and IWDEE), it seems the bug is fixed. But BG2EE "will remain as-is for the time being"...
Sorry, but it doesn't work for me. Building a DLC with the DLCbuilder is no problem as before. Using the DLC crashes SoD to the desktop. That's new. But surely not better.
I've spent some time trying to create a compatible DLC archive that doesn't crash the game. I don't know what changed in patch 2.5, but every method to create a zip archive failed so far. Using centralfix to fix zip headers didn't make a difference either.
The official SoD DLC works fine though, so there must be a way to create working DLC archives.
Do you thing Beamdog does it on purpose? For whatever reason? It worked fine in the first 2.5 beta.
I doubt it. It's more likely they used special tools or options to create their DLC archives and "optimized" the DLC-related code of the game executables accordingly.
DLC loading in v2.5.16.6 is broken. The engine has an erroneous secondary call that loads in chitin.key twice, with the second call removing any integration the engine previously made with zip archives. v2.5.17.0 fixed this problem.
Additionally, starting with v2.5.16.6, a bit of logic was added that seems to break the engine's ability to path to archives unless they have "dlc" somewhere in their name.
So, v2.5.17.0 currently works with dlc archives when they contain "dlc" in their name. For Windows users, I have attached an exe patch for BG2:EE v2.5.16.6 that fixes its inability to use dlc archives; (and note, just as v2.5.17.0, the dlc must contain "dlc" in its name).
So, v2.5.17.0 currently works with dlc archives when they contain "dlc" in their name. For Windows users, I have attached an exe patch for BG2:EE v2.5.16.6 that fixes its inability to use dlc archives; (and note, just as v2.5.17.0, the dlc must contain "dlc" in its name).
That's great news. I'll release an updated version of the DLC Builder shortly that takes the changes into account.
Wanted to test the suggested naming conventions and I got this on macOS:
/bin/sh: DlcBuilder/tools/7za/osx/7za: Bad CPU type in executable
As a result, there's no "workshop" folder in my game folder (where "CHITIN.KEY" is...)
@Luke93 Can you try the attached binary? It has been compiled specifically for modern x86_64 macOS architectures.
Now the folder is there but I still get that message...
Files read from disk: 2
Archive size: 10822622 bytes (11 MiB)
Everything is Ok
/bin/sh: DlcBuilder/tools/centralfix/osx/centralfix: Bad CPU type in executable
Cleaning up temporary data...
Creating 1 directory
Copying 1 file ...
SUCCESSFULLY INSTALLED Build DLC archive -> Install DLC as *.mod in "workshop" folder (recommended)
Press ENTER to exit.
Try the latest beta of the mod (v4.0-beta4). It doesn't require centralfix anymore.
Yes, I didn't get that message now, but the process took way longer to complete (probably because of the existing SoD DLC, but I'm not sure...)
Moreover:
You might want to use "chmod 755" (instead of "chmod +x") to indicate that a certain text file is executable (I'm talking about this line "chmod 755 ../../replace::tool_binary::replace && \" in "run.sh"). More info here.
You might want to update WeiDU executable from v242 to v246 – from the Terminal window:
[../../DlcBuilder/tools/weidu/osx/weidu] WeiDU version 24200
I can do that. Although in most situations there shouldn't be a difference between the two calls.
Due to the latest Apple security policies (I guess), if you use "chmod +x", the user is forced to abort (Quit) the installation (sample error message: ~"WeiDU" was blocked from opening because it is not from an identified developer~), navigate to the Security panel and click on "Open Anyway". After that, the user must restart installation.
Comments
Thanks for the info.
I've spent some time trying to create a compatible DLC archive that doesn't crash the game. I don't know what changed in patch 2.5, but every method to create a zip archive failed so far. Using centralfix to fix zip headers didn't make a difference either.
The official SoD DLC works fine though, so there must be a way to create working DLC archives.
Apart from that, the mod still works fine for older patch versions though (2.3 and earlier).
Additionally, starting with v2.5.16.6, a bit of logic was added that seems to break the engine's ability to path to archives unless they have "dlc" somewhere in their name.
So, v2.5.17.0 currently works with dlc archives when they contain "dlc" in their name. For Windows users, I have attached an exe patch for BG2:EE v2.5.16.6 that fixes its inability to use dlc archives; (and note, just as v2.5.17.0, the dlc must contain "dlc" in its name).
Wanted to test the suggested naming conventions and I got this on macOS: As a result, there's no "workshop" folder in my game folder (where "CHITIN.KEY" is...)
@Luke93 Can you try the attached binary? It has been compiled specifically for modern x86_64 macOS architectures.
Now the folder is there but I still get that message...
Do you need ".debug" file?
Yes, I didn't get that message now, but the process took way longer to complete (probably because of the existing SoD DLC, but I'm not sure...)
Moreover:
I can do that. Although in most situations there shouldn't be a difference between the two calls.
Beta4 is still from 2017 with outdated binaries. Next release will contain latest WeiDU executable.
Due to the latest Apple security policies (I guess), if you use "chmod +x", the user is forced to abort (Quit) the installation (sample error message: ~"WeiDU" was blocked from opening because it is not from an identified developer~), navigate to the Security panel and click on "Open Anyway". After that, the user must restart installation.
This update takes care of the filename restrictions imposed by EE patch 2.5. BG2:EE v2.5.16.6 is currently broken and doesn't load DLC content. On Windows this issue can be fixed with @Bubb's DLC fixer. Download from here: https://forums.beamdog.com/discussion/comment/1124231/#Comment_1124231
Changes since v4.0-beta4:
Please, could you ask the dev team if the iOS version of the game supports DLC archives?