Jump to content

In_A_Graveyard

Members
  • Posts

    45
  • Joined

  • Last visited

Posts posted by In_A_Graveyard

  1. @Agerio

    I've been able to get this running w/ the help of the LeUI mod. Excellent!

    The problem I'm having is that it takes a *very* long time for processes to finish in Termux when I run from non-rooted space like Documents or Downloads. Even other, smaller mods seem to take minutes instead of seconds.

    Whenever I try to create the same modding environment in a folder without whatever is throttling the process, I start running into directory issues and case issues, which is where I've been working from already. Running tolower a bunch, editing anything within mods that might call a hard path, having to use weinstall with a sudo ahead of it, etc.

    I feel like I've heard of these problems generally speaking, but I'm not sure how to get weidu/weinstall, case sensitivity and permmissions to all function together well.

    Thanks for the write-up, this wasn't playable for me before hand!

  2. @subtledoctor,

    I'm struggling to find out how I am able to skip biffing during install of eet. I looked into the auto install -b flag that can be used, but I don't run Windows or Mac (Linux and Android), so I typically just use weinstall to install all my mods manually. Is there a way that you know of to apply that flag/argument without having to use the pre-made executable/command? Hope that's halfway clear.

    Thanks!

  3. @Agerio

    Currently, the set-up that last time allowed me to succesfully complete the eet install is now getting a string out of bounds error that I don't recall encountering.

    I'll attach the modified eet I'm using. https://github.com/michael-bashrc/eet_android

    I have had to manually create my own sod-dlc.zip from the sod obb's, then use dlc merger on bg1. That still seems to be working.

    I'll post if I find a solution. I'm also looking into SubtleDoc's EET fork to see what it does as well.

    If you need a more detailed write-up of my process so far, I'd be happy too. Just let me know.

  4. Hey @subtledoctor

    Thanks for the advice. The Android package does recognize /override and /portraits the way one would expect. The only tricky part I've found with android there is case sensitivity, which I'm sure you're quite familiar with running iOS.

    Honestly, the only problem I was really having that I hadn't found a way through yet with eet specifically was the .key merge that happens during resource importation that I wasn't then able to transfer to my android main.obb package successfully.

    I did have to replace the weidu, lua, and ffmpeg binaries within the eet mod with ones compiled to be compatible with android os and edit a few scripts with proper file paths.

    I might of been over thinking it, though. Now that I've had some time away from it and I've read through your process, which seems similar to mine, I'm seeing some of my mistakes I might of missed or didn't fault find properly. I'm also quite interested in seeing your changes to eet and how they might of overlapped with some of mine.

    Thanks for reaching out! Hopefully I'll post about some results soon.

  5. Brief update:

    I've been pretty busy, but I wanted to at least land somewhere w/ my progress.

    Using the tethering method best described by Gusinda[1], I have been able to successfully modify bg1_android w/o much problem.

    Using the android-only terminal method best described by 2k16daniel[1], I have been able to install most mods on bg1_android successfully w/ some exceptions that I'm sure just need some fault finding to work out. (SCS so far)

    EET:

    It took a few very minor edits and binary compilations[4], but I was able to complete the full installation and resource importation w/o error.

    So far, I have attempted a handful of different ways to import the chitin.key file:

    It doesn't seem to register within lang.zip

    I have attempted to package it by itself, (chitin.zip, centralfixed)

    I have attempted to rebuild main.obb with tweaks to achieve the same byte count.

    I get more or less the same two results.

    Either the original chitin.key is loaded, and it starts like a regular bg2 game, or I manage to get an opening movie/logo or two and then a black screen.

    Started using logs to track down errors, but haven't had much time to dig further. I will again soon-ish, will post updates.

    Thanks

  6. @Agerio

    I agree. My chitin.key is bigger than the one that ships in main.obb.

    Maybe we can replace chitin.key w/ the larger one, find a file within main.obb that isn't integral and is the same size or slightly larger and remove it, and then create a dummy file to take up the remaining size?

    If the only check that the apk uses is size, it shouldn't be too hard to get it matched per byte.

    Have you had any luck w/ unzipping a .obb, making changes, re-archiving, and running without the delete/download process initializing?

  7. Hey again @Agerio, thanks for your response. Your input is always helpful!

    I seem to be having the same problem. I've tried zipping it by itself and centralfixing it, but that didn't work either. Could it be included in override maybe? Won't be able to test until later, but I'll keep trying things.

    Could it be added to main.obb somehow without the game attempting to delete/download on start?

  8. Update:

    I've been working on modding with weidu within android as started in one of the references above.

    I've been able to successfully recreate ie game directories, archive sod as dlc content, dlcmerge it with bg1, and perform a full eet eet_end installation.

    At this point I've tried a couple ways to pack, archive, centralfix, load to data, renaming .tlk, .key, etc, but have not had any success.

    I can get the apk to launch as non-merged bg2 using it's original chitin.key file, but when I attempt to rename the original in main.obb, I get crashing at start up.

    Will keep looking into different ways of going about it. 

    So far, installing mods on the stand alone games has been successful though. I've installed numerous mods on bg1 within android and so far all is testing well.

  9. Brief update: 

    I've managed to track down my resource importation errors and have successfully installed eet and eet_end on bg2.

    Next I'll track down the differences between bg2 and bg2_eet and make a modfile load out. Will post updates when able.

    Thanks

  10. Update:

    Some progress made. I had to both manually edit the 3 .lua files within eet/lib to use accurate absolute paths as well as compile and link lua, ffmpeg, and weidu built w/ fairly specific options. I've tested with included lua binary and it does not work w/ android.

    So far, resource importation almost completes, but I get an error about missing "drizzt.dlg in key file".

    Will post eet.debug and keep looking into it.

    Edit: Had to compress to include debug, will work on finding a better way to share.

    Thanks!

    Update: Error seems to originate from eet/compile/d/cleanbg1.d

    setup-eet.zip

  11. Update:

    I've been able to compile both weidu and ffmpeg with the aarch64, armv8, android configurations and link them successfully. Lua, on the other hand, doesn't seem to offer these options. The only configuration I've been able to adjust via the makefile (no autoconf or cmake options) is the prefix directory and platform argument. I've attempted linux and posix targets without any change in eet.debug. Does it seem to anyone else like we need an arm target build for lua in order to have it properly execute the .lua files within eet? (eet/lib/tlk_cnt.lua in this specific case)

    Will attempt a few more platform options and further research to see if I can't find a work around.

    Any thoughts appreciated!

    Thanks

  12. Can I ask what you mean by "beamdog assets"?

    If you mean any of the base directories, they have already been successfully tolower'd. Including the sod-dlc merged into bg1.

    Seems to me the error has more to do with the lua binary? It was built as a Linux target it appears. Looking into compiling an arm target. The same process was required for weidu as well. I had to manually include it in the eet/bin/unix folder to get past the initialization process.

    Thanks for your response,

    Any thoughts welcome.

     

  13. Hello all,

    Currently I'm having some trouble getting eet to install on a bg2ee game directory. The full details could get long, but essentially, I am recreating ie game directories on android and attempting to install mods on them using a weidu android build target. 

    ie_android mod testing

    At this point, my main problem has been case sensitivity. On linux, I'm able to make a partition specifically for ee modding. I've yet to figure out if this is possible on android.

    That being said, I have so far been able to use the tolower binary to take care of most problems. I have successfully created a tolower'd sod-dlc and successfully ran dlcmerger on a tolower'd bgee.

    When attempting to run a tolower'd eet through my tolower'd bg2ee directory with weidu, I'm getting some errors I haven't been able to track down. My .debug will be attached.

    Any thoughts appreciated.

    Thanks!

    setup-eet.txt

×
×
  • Create New...