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Installing KurwaEditor

jagged-jimmy

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1. Download the official Polish 2.0 patch (e.g. https://www.gram.pl/pliki_szczegoly.asp?id=321)
2. Create an empty folder, and create an empty text file called ChangeLog.txt
3. Run the patch and choose that folder as destination.
4. WorldEd.exe will appear in the folder.
5. Copy the WorldEd.Exe to you ToEE installation (ex. C:\GOG Games\Temple of Elemental Evil)
6. Start the exe - explore

I have GOG installation with Keep of the Borderlands installed. Didn't have to unpack any dat files since they were lying in the install folder unpacked.
In case this is required for your inferior installation: grab the tools here: http://www.sorcerers.net/Games/ToEE/index_circle.php

Stolen info from post by Niektory
 
Last edited by a moderator:

Pugmeister

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Hm usually only a subset of the data is unpacked. If you know Baldurs Gate, it's like the override directory. Loose files in the data directory of ToEE work like that. They override whatever is found in the dat files.

If you need to unpack the dat files, there are several tools available for that.
 

jagged-jimmy

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Tried to setup a standalone working directory with WorldEd.exe:

1. It wants most of the .dll files coming with the game installation.
2. "modules" directory with modules - the list of directories is shown on tool start up
3. It wants the tig.dat and RT_toee4.dat files ... at least i was able to run the tool afte copying them.

What exatly is required, i could not find, because the editor started crashing on start every time i ran it after i was successful one time.

However, as can be seen from my OP, if you install/activate the Co8 mod Keep on the Borderlands (with their mod tool TFX frontend) the "modules" directory will seeemingly have everything the editor needs to start properly and you can start opening maps from the mod.

One of the original toee dat files contains a directory "module template" - i assume it contains all the directories of a valid module. So i assume, one could create such dirs and place original toee data into them, then run the tool. But have no time to tinker further.

You can extract toee dat files with http://www.sorcerers.net/Games/dl.php?s=ToEE&f=ToEE/ToEExtract.zip
1. Copy the tool exe to the directory with dat files.
2. Drag a dat file onto the exe and it will extract the dat file in the same directory.
So extracting ToEE1.dat will create a ToEE1 directory with extracted content.
 

Pugmeister

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You should copy the contents from ToEE1 to the data directory afterwards. ToEE will only read from the modules\ToEE and data directories as far as I know.
 

jagged-jimmy

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You should copy the contents from ToEE1 to the data directory afterwards. ToEE will only read from the modules\ToEE and data directories as far as I know.
Thats true for running the game, i guess. But the editor attempts to load any directory present in the "modules" directory as a module and will complain with "I/O error" if something is not right there.
 

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