On macOS and Windows PCs, pressing X on the keyboard displays the current area number and x-y cursor coordinates in that area. It also works on iPads with working physically connected keyboards. Would it be possible to add that feature with wirelessly connected keyboards and/or via some sort of software operation in iOS/iPadOS versions as well?
With the next release, Intel x64 code will no longer be supported.
The problem I raise is this: the Baldur's Gate installer must be universal, not just the game itself. Otherwise, it won't be possible to install it on new computers that don't have Rosetta 2!
Will the installation also be Apple Silicon?
I got this modpack to work with no PC on iOS. Here's a link to my mega and a weidu log. Its built for 2.5, but ive seen minimal errors so far. Just proof that you can mod on iOS without PC.
With the next release, Intel x64 code will no longer be supported.
The problem I raise is this: the Baldur's Gate installer must be universal, not just the game itself. Otherwise, it won't be possible to install it on new computers that don't have Rosetta 2!
Will the installation also be Apple Silicon?
Can you please clarify the question? Our games can be installed directly from Epic, Steam and GOG without any installers.
On macOS and Windows PCs, pressing X on the keyboard displays the current area number and x-y cursor coordinates in that area. It also works on iPads with working physically connected keyboards. Would it be possible to add that feature with wirelessly connected keyboards and/or via some sort of software operation in iOS/iPadOS versions as well?
Ive found keyboard works if you go into journal and type something in the journal notes, including x
Testing on macOS and it's working great. Though I noticed some translation issues in Polish version. Namely some strings presented as `Invalid: 103851` (entry in journal from Irenicus dungeon), `Invalid: 103840` a broken sword in an inventory and 1st dialog option at Adventurer's Mart.
This is save file started at previous version of the game. Character was imported from BG1EE.
On macOS and Windows PCs, pressing X on the keyboard displays the current area number and x-y cursor coordinates in that area. It also works on iPads with working physically connected keyboards. Would it be possible to add that feature with wirelessly connected keyboards and/or via some sort of software operation in iOS/iPadOS versions as well?
Ive found keyboard works if you go into journal and type something in the journal notes, including x
Yes, that works, if I type X on a Bluetooth wireless keyboard with the text input window still open at the bottom of the screen after typing in the Add Entry section. And doing so after enabling the Floating software keyboard works as well. It’s still clumsy at best though.
Yes, that works, if I type X on a Bluetooth wireless keyboard with the text input window still open at the bottom of the screen after typing in the Add Entry section. And doing so after enabling the Floating software keyboard works as well. It’s still clumsy at best though.
I agree it’s clumsy, but at least it works. And it should be relatively easy to fix that bug, instead of having to add features.
Testing on macOS and it's working great. Though I noticed some translation issues in Polish version. Namely some strings presented as `Invalid: 103851` (entry in journal from Irenicus dungeon), `Invalid: 103840` a broken sword in an inventory and 1st dialog option at Adventurer's Mart.
This is save file started at previous version of the game. Character was imported from BG1EE.
With the next release, Intel x64 code will no longer be supported.
The problem I raise is this: the Baldur's Gate installer must be universal, not just the game itself. Otherwise, it won't be possible to install it on new computers that don't have Rosetta 2!
Will the installation also be Apple Silicon?
Can you please clarify the question? Our games can be installed directly from Epic, Steam and GOG without any installers.
Exactly, GOG has standalone installer.
You can download installation file and the run installation offline.
This is the point, standalone installer must be compiled for apple silicon.
When I installed bgate ee offline my macbook M4 asked for rosetta2…
This means that installer must be apple silicon ready….
Or in the future without rosetta nonome could install bgate from gog offline!
Yes, that works, if I type X on a Bluetooth wireless keyboard with the text input window still open at the bottom of the screen after typing in the Add Entry section. And doing so after enabling the Floating software keyboard works as well. It’s still clumsy at best though.
I agree it’s clumsy, but at least it works. And it should be relatively easy to fix that bug, instead of having to add features.
I applaud your ingenuity in figuring out how this can be done with the current standard iOS/iPadOS configuration. It’s not your fault that the process is presently as cumbersome as it is. I was thinking idly about perhaps adding a gameplay option to the Highlight Tool button to enable choosing to display these coordinates when that button is on, for example. But I’m not knowledgeable enough about programming or user interfaces to have a worthwhile opinion about what would be involved in enabling such a capability, so I’ll defer to those who have the requisite expertise.
Infinity Engine 2.7.3.0 Beta Available on Steam, Android, and iOS!
Your feedback since February has been invaluable—please keep it coming as you try out the latest fixes and features.
The short version: this is a polished release candidate for the 2.7.3 patch across Baldur’s Gate I & II and Icewind Dale: Enhanced Editions. If testing goes smoothly, the full release is planned for late June.
🛠 Patch Notes
Indexing Fix — Resolved an off‑by‑one error in rebuilt BIF files that affected some community tools. Thanks to @argent77 for identifying the issue
SoD Language Handling — When switching to the Siege of Dragonspear campaign, the game now shows only the languages SOD actually supports. If your current BG1/Black Pits language isn’t available in SoD, the game will automatically switch to English
iOS Restore Purchases — The “Restore Purchases” button has returned to BG1 and BG2, allowing the game to sync with Apple’s purchase history. It was unintentionally removed in version 2.5
iOS File Extension Fix — .iwddata files are once again recognized as valid Icewind Dale files. Directly copying files into user‑accessible directories is now the recommended approach
Mobile Keyboard Improvements — The UI now shifts so the text cursor remains visible above the virtual keyboard, preventing cursor loss and mis‑registered taps on both Android and iOS
Android Foldable Support — Fixed UI scaling and touch‑input issues on foldable and tall‑aspect devices. The game now properly resizes when the device’s screen configuration changes
Android DLC Display Fix — BG2’s Fists of the Fallen DLC now correctly shows as installed. DLC in BG1 and BG2 will display “Installed” after purchase rather than simply disabling the Buy button
Android Character Export — Exporting a character now also places the file into the user‑accessible directory
Android Override Folder Optimization — Fixed long boot delays caused by large /override/ folders in 2.7.2 beta. Importing is now manual via an in‑game UI instead of automatically triggered at startup
Technical Notes below:
[All] Fixed an off-by-one indexing issue in the rebuilt BIF files, which impacted some community tooling.
[BG1-SOD, All] Switching to the SOD campaign will now only display languages where SOD was translated. Previously the game always displayed the full list of languages that BG1’s base game supported. If you are playing BG1 or The Black Pits in a language that SOD doesn’t support when you switch to the SOD campaign, the game will change the language to English automatically.
[iOS] Add Restore Purchases button back to the UI in BG1 and BG2
The “Restore Purchases” button can be used to sync with Apple’s purchase history and see if the account already owns any of the DLC. This button was removed in 2.5 unexpectedly.
[iOS] Fix an issue where .iwddata files weren’t recognized as an IcewindDale file extension. It is now recommended to directly copy files to the user-accessible directories instead, however.
[Android/iOS] Improve on-screen keyboard UI shifting
Previously when the user clicked a text entry box, the virtual keyboard would appear and the game would attempt to shift the UI so the bottom of the text entry box was above the keyboard. However certain text boxes are very large, and that would shift the cursor off screen. Now the UI is shifted such that the cursor should be on screen just above the virtual keyboard. This also fixes an issue on mobile devices where clicking in the text box after the UI shifted could register the click in the wrong spot.
[Android] Fix UI scaling and input handling on foldable phones or other tall displays
This fixes an issue users reported on various foldable phones where touching UI elements would register the click event 2cm away from the touch. This also fixes an issue where changing the window size on Android after boot (such as by folding a screen in half) was previously not resizing the game UI.
[Android] Fix BG2 Fists of the Fallen DLC in-game display to correctly show it is already installed. Previously the DLC had an active “Buy” button, though purchases would fail since it is already installed. Also makes DLC in both BG1 and BG2 display “Installed” after they are purchased and installed, rather than simply disabling the “Buy” button.
[Android] Exporting a character file in-game will also export the character files into the user-accessible directory.
[Android] Fixed a 2.7.2 beta issue where having a lot of /override/ files in the user-accessible import/export folder caused a long delay every time the game booted. This involved significant changes to how the user-accessible folder functions, as will be explained below. Imports are now manual using an in-game UI screen; they no longer trigger automatically at game boot.
[Android] Add user-accessible game data
The Android games will now export/import user files to and from a location that is visible to file browsers and accessible by the user. By default this location is <root>/Documents/<game_name>
For example using BG1: <root>/Documents/BaldursGate1/
Exporting Behaviour:
When you save a new file in-game, it will be exported to <root>/Documents/<game>/save/<save_name>
Save games can be copied to a PC and used there, and vice versa
When you export a character in-game, it will be exported to <root>/Documents/<game>/characters/<character_name>.chr and <root>/Documents/<game>/characters/<character_name>.bio
When you delete a save file in-game, if it is found in the Documents location, it will be deleted there too
Importing Behaviour:
From the game’s start menu after boot, go to Options -> Data Folder
Data Folder: - displays what folder is currently used to export files to, or import files from
Permissions: No - means the folder was not selected by the user, so the game cannot access any user-generated files there (importing is not possible, but the game can still export saves and characters to the default location shown)
Permissions: Yes - means the folder was selected by the user, so importing is possible and the game has full read/write permissions to that folder
Select Folder - press this button to select the folder to use for future exports/imports
It is recommended you choose the <root>/Documents/<game>/ folder, since the game may have already exported saves and characters to this location in the past. However any folder the Android system lets you select should function the same.
You may change this folder at any time. The game will not have permission to touch files in any other folder on your device.
Import - press this button to import files from the selected folder into the game’s files. This button is disabled until a folder is selected.
Reload - press this button to quit the game and reboot it. This is useful after importing /override/ files that change how the game behaves, for example; this is not needed if you are simply importing saves or other files that may be modified at any time.
Once a folder has been selected (referred to as USER_DIR):
The game will now export files into the folder selected as the USER_DIR, rather than the default <root>/Documents/<game_name>
You may now press the Import button to copy all files from the USER_DIR into the game’s internal files
Functionally you can treat the USER_DIR folder as though it is your Documents folder on PC
Ex. if you place your own save folders in the USER_DIR/save/ directory, they will appear in-game after you Import
Ex. if you create a USER_DIR/portraits/ directory and place custom portrait files, the game will use those after you Import
However, note that the game will never delete or overwrite an internal save game if you delete it or modify it from USER_DIR
You should delete save games using the in-game Save or Load menus
You should create a new save folder in the USER_DIR if you wish to modify a save game, and then Import
How to recover your game if you import mods that cause the game to crash on boot?
If a user has selected a Data Folder (such that the game has read/write permissions and the user can import files), then they can put a CLEAR_IMPORTS file in the data folder. At the next game boot, the game will remove all files from the game's /Android/data/<game>/files/ directory except any directories that end in save ('save', 'mpsave', etc.). This is intended as a way for users to recover their game if they import mods that cause the game to crash on boot. The CLEAR_IMPORTS file is not case-sensitive, but the filename must match and have no extension (ex. clear_imports is also fine). The file will be deleted after the clear occurs, so that booting a second time will not also erase anything. The CLEAR_IMPORTS file contents don't matter, and it can be completely empty. Steps to clear all imported files (except saves, which are never touched):
1. Find the Data Folder they selected during the Import process
2. Add a file named CLEAR_IMPORTS there (no extension, not even .txt)
-- Some Android file managers like Solid Explorer can be used to create files, but connecting to a PC to create and copy the file might be easier
3. Quit the game if it's running
4. On the next boot, all files imported previously will be deleted
This update has been great for opening up modding again on android. I have been able to use the new tools to install mods on my device but every time I try to change my dialog.tlk for my mods, the game will not longer load and it deletes the patch.obb in the obb folder. The mods load but all the strings of text are invalid. Is there a way sort this out? I'm just putting PC installation folder in the new documents folder.
This update has been great for opening up modding again on android. I have been able to use the new tools to install mods on my device but every time I try to change my dialog.tlk for my mods, the game will not longer load and it deletes the patch.obb in the obb folder. The mods load but all the strings of text are invalid. Is there a way sort this out? I'm just putting PC installation folder in the new documents folder.
Hey there @DevilMayCare! The way overrides for .tlk files works does seem to have some special handling in the code. They can't go in the home:/override folder like most modded files, and need to be in the home:/lang folder instead. Importing something like this should work, we think:
Documents/BaldursGate1/lang/en_US/dialog.tlk
In general, we can confirm that on modern Android devices, you can't make any edits to the OBB files in Android/obb/<game>. But hopefully importing something per the above works.
But we have many questions:
Can you provide a method for modding .tlk tables that we can try?
If you're modding a language with gendered words, are you modding both dialog.tlk and dialogF.tlk?
Have you made sure the mod is applying to the latest version of the .tlk table files? 2.7.3 has updates to many languages
Comments
With the next release, Intel x64 code will no longer be supported.
The problem I raise is this: the Baldur's Gate installer must be universal, not just the game itself. Otherwise, it won't be possible to install it on new computers that don't have Rosetta 2!
Will the installation also be Apple Silicon?
https://mega.nz/folder/zlclzKra#A4JZ3Sqt7IxGYAg_x_zUoA
Can you please clarify the question? Our games can be installed directly from Epic, Steam and GOG without any installers.
Ive found keyboard works if you go into journal and type something in the journal notes, including x
It’s there but bugged out. You have to go to journal and type something . You can do biography on the char sheet too.
This is save file started at previous version of the game. Character was imported from BG1EE.
Yes, that works, if I type X on a Bluetooth wireless keyboard with the text input window still open at the bottom of the screen after typing in the Add Entry section. And doing so after enabling the Floating software keyboard works as well. It’s still clumsy at best though.
I agree it’s clumsy, but at least it works. And it should be relatively easy to fix that bug, instead of having to add features.
Are you sure it's a clean install with no mods?
Exactly, GOG has standalone installer.
You can download installation file and the run installation offline.
This is the point, standalone installer must be compiled for apple silicon.
When I installed bgate ee offline my macbook M4 asked for rosetta2…
This means that installer must be apple silicon ready….
Or in the future without rosetta nonome could install bgate from gog offline!
I applaud your ingenuity in figuring out how this can be done with the current standard iOS/iPadOS configuration. It’s not your fault that the process is presently as cumbersome as it is. I was thinking idly about perhaps adding a gameplay option to the Highlight Tool button to enable choosing to display these coordinates when that button is on, for example. But I’m not knowledgeable enough about programming or user interfaces to have a worthwhile opinion about what would be involved in enabling such a capability, so I’ll defer to those who have the requisite expertise.
Your feedback since February has been invaluable—please keep it coming as you try out the latest fixes and features.
The short version: this is a polished release candidate for the 2.7.3 patch across Baldur’s Gate I & II and Icewind Dale: Enhanced Editions. If testing goes smoothly, the full release is planned for late June.
🛠 Patch Notes
Technical Notes below:
[All] Fixed an off-by-one indexing issue in the rebuilt BIF files, which impacted some community tooling.
[BG1-SOD, All] Switching to the SOD campaign will now only display languages where SOD was translated. Previously the game always displayed the full list of languages that BG1’s base game supported. If you are playing BG1 or The Black Pits in a language that SOD doesn’t support when you switch to the SOD campaign, the game will change the language to English automatically.
[iOS] Add Restore Purchases button back to the UI in BG1 and BG2
The “Restore Purchases” button can be used to sync with Apple’s purchase history and see if the account already owns any of the DLC. This button was removed in 2.5 unexpectedly.
[iOS] Fix an issue where .iwddata files weren’t recognized as an IcewindDale file extension. It is now recommended to directly copy files to the user-accessible directories instead, however.
[Android/iOS] Improve on-screen keyboard UI shifting
Previously when the user clicked a text entry box, the virtual keyboard would appear and the game would attempt to shift the UI so the bottom of the text entry box was above the keyboard. However certain text boxes are very large, and that would shift the cursor off screen. Now the UI is shifted such that the cursor should be on screen just above the virtual keyboard. This also fixes an issue on mobile devices where clicking in the text box after the UI shifted could register the click in the wrong spot.
[Android] Fix UI scaling and input handling on foldable phones or other tall displays
This fixes an issue users reported on various foldable phones where touching UI elements would register the click event 2cm away from the touch. This also fixes an issue where changing the window size on Android after boot (such as by folding a screen in half) was previously not resizing the game UI.
[Android] Fix BG2 Fists of the Fallen DLC in-game display to correctly show it is already installed. Previously the DLC had an active “Buy” button, though purchases would fail since it is already installed. Also makes DLC in both BG1 and BG2 display “Installed” after they are purchased and installed, rather than simply disabling the “Buy” button.
[Android] Exporting a character file in-game will also export the character files into the user-accessible directory.
[Android] Fixed a 2.7.2 beta issue where having a lot of /override/ files in the user-accessible import/export folder caused a long delay every time the game booted. This involved significant changes to how the user-accessible folder functions, as will be explained below. Imports are now manual using an in-game UI screen; they no longer trigger automatically at game boot.
[Android] Add user-accessible game data
The Android games will now export/import user files to and from a location that is visible to file browsers and accessible by the user. By default this location is <root>/Documents/<game_name>
For example using BG1: <root>/Documents/BaldursGate1/
Exporting Behaviour:
- When you save a new file in-game, it will be exported to <root>/Documents/<game>/save/<save_name>
- Save games can be copied to a PC and used there, and vice versa
- When you export a character in-game, it will be exported to <root>/Documents/<game>/characters/<character_name>.chr and <root>/Documents/<game>/characters/<character_name>.bio
- When you delete a save file in-game, if it is found in the Documents location, it will be deleted there too
Importing Behaviour:Data Folder: - displays what folder is currently used to export files to, or import files from
Permissions: No - means the folder was not selected by the user, so the game cannot access any user-generated files there (importing is not possible, but the game can still export saves and characters to the default location shown)
Permissions: Yes - means the folder was selected by the user, so importing is possible and the game has full read/write permissions to that folder
Select Folder - press this button to select the folder to use for future exports/imports
It is recommended you choose the <root>/Documents/<game>/ folder, since the game may have already exported saves and characters to this location in the past. However any folder the Android system lets you select should function the same.
You may change this folder at any time. The game will not have permission to touch files in any other folder on your device.
Import - press this button to import files from the selected folder into the game’s files. This button is disabled until a folder is selected.
Reload - press this button to quit the game and reboot it. This is useful after importing /override/ files that change how the game behaves, for example; this is not needed if you are simply importing saves or other files that may be modified at any time.
Once a folder has been selected (referred to as USER_DIR):
The game will now export files into the folder selected as the USER_DIR, rather than the default <root>/Documents/<game_name>
You may now press the Import button to copy all files from the USER_DIR into the game’s internal files
Functionally you can treat the USER_DIR folder as though it is your Documents folder on PC
Ex. if you place your own save folders in the USER_DIR/save/ directory, they will appear in-game after you Import
Ex. if you create a USER_DIR/portraits/ directory and place custom portrait files, the game will use those after you Import
However, note that the game will never delete or overwrite an internal save game if you delete it or modify it from USER_DIR
You should delete save games using the in-game Save or Load menus
You should create a new save folder in the USER_DIR if you wish to modify a save game, and then Import
How to recover your game if you import mods that cause the game to crash on boot?
If a user has selected a Data Folder (such that the game has read/write permissions and the user can import files), then they can put a CLEAR_IMPORTS file in the data folder. At the next game boot, the game will remove all files from the game's /Android/data/<game>/files/ directory except any directories that end in save ('save', 'mpsave', etc.). This is intended as a way for users to recover their game if they import mods that cause the game to crash on boot. The CLEAR_IMPORTS file is not case-sensitive, but the filename must match and have no extension (ex. clear_imports is also fine). The file will be deleted after the clear occurs, so that booting a second time will not also erase anything. The CLEAR_IMPORTS file contents don't matter, and it can be completely empty. Steps to clear all imported files (except saves, which are never touched):
1. Find the Data Folder they selected during the Import process
2. Add a file named CLEAR_IMPORTS there (no extension, not even .txt)
-- Some Android file managers like Solid Explorer can be used to create files, but connecting to a PC to create and copy the file might be easier
3. Quit the game if it's running
4. On the next boot, all files imported previously will be deleted
Hey there @DevilMayCare! The way overrides for .tlk files works does seem to have some special handling in the code. They can't go in the home:/override folder like most modded files, and need to be in the home:/lang folder instead. Importing something like this should work, we think:
Documents/BaldursGate1/lang/en_US/dialog.tlk
In general, we can confirm that on modern Android devices, you can't make any edits to the OBB files in Android/obb/<game>. But hopefully importing something per the above works.
But we have many questions:
Can you provide a method for modding .tlk tables that we can try?
If you're modding a language with gendered words, are you modding both dialog.tlk and dialogF.tlk?
Have you made sure the mod is applying to the latest version of the .tlk table files? 2.7.3 has updates to many languages
What is the "old method" for changing dialog.tlk?