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Yes, talk tables again


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#1
TheOneKnight

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Hello community.

Though I don't feel very comfortable about asking for help, in fact I think I need it... I can't manage to get tlk files to work.

Now, before you throw your rage on me, I've already read everything I found on forums around talk tables, and still didn't work.

-Set string ID range, as well as extended module to "single player", area (+waypoints) and dialog already checked in.
-Exported talk table and foreign talk tables, they have the corrects strings.
-1 Kb file X_c_es-es.tlk on core/override, 5 Kb file (the true one) on module/override, and a lot of files on packages/override that I deleted.
-Translated with DAOTlkedit and changed flags with anakin5 program.

Packed or unpacked, the game seems not to use talk tables at all for me. I've double checked everything, played with flags and IDs and tried every single suggestion I found on the forums.

I've spent quite a time on it with no resoult. Still, I need help. :( If any of you could.

Thank you.

Modifié par TheOneKnight, 06 septembre 2010 - 09:21 .


#2
-Semper-

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you could try this workflow:

- build your module/addin and use english as the core language because other languages do have display problems (like in german the umlauts)
- dialogues, item names and descriptions could use placeholders so that you are able to identify them later within the string editor
- after building your module/addin check in all your resources
- open up the string editor and check if all the needed resources are there
- export your module/addin and afterwards your talktable ("export talktable")
- you will get 3 talktables scattered around within the module's folders
- two of the 3 talktables have a suffix = _f and _c

i do believe that _f stands for foreign and _c is for core. the foreign language is always empty and can be deleted. the core talktable contains descriptions for skills, materials and so on. if you don't use custom ones this talktable can be deleted too. you just need the "your_modules_name_en-us.tlk"

- copy this tlk and rename it with the appropriate language suffix = e.g.: your_module_name_es-es.tlk for spanish
- drag'n drop this talktable within the toolset's window and it will open a node tree with all the string entries containing the english description
- rewrite all the entries and do the translation^^
- afterwards just save the tlk
- now place this tlk within the following folder:

your base tlk (modules_name_es-es.tlk) = my documents/bioware/dragon age/addins/modules_name/module/data/talktables

the core talktabe (modules_name_c_es-es.tlk, as said only useful if you are using custom skills and other custom core resources) = my documents/bioware/dragon age/addins/modules_name/core/data/talktables

- the last step is to push all your exported resources (like items, characters, dialogues and so on) through the flag patcher anakin5 provided and your are done
- now if you need other languages just grab your tlk, copy and rename it, drag'n drop within the toolset and rewrite all the entries

the tlktool is only needed if you are translating all the languages on the fly. i never used it and therefore it is not tested by me, although it may give you a more comfortable workflow. i like to do it manually :D

within the toolset's options you could also switch to another language but it seems that the toolset was never designed to use other string characters then the english ones or i am just too stupid^^

Modifié par -Semper-, 07 septembre 2010 - 12:12 .


#3
TheOneKnight

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Thing is, the mod extends Single Player module, is not a mod on its own. Those mod use talk tables correctly, but not when I'm using it as an AddIn to the Single Player, and I've tried a lot of thing.



I'll try your walkaround from the beginning when I can. Right now, I'm tweaking some annoyances found on the cinematics. Regardless if it works or not (I guess I'll manage from the beginning the mod once more to ensure everything is done as you say), I truly appreciate your intent to help.

#4
-Semper-

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it's not important if it's an addin or not. actually the toolset treats every module as an addin. besides i have tested tlk also as single player extension and it worked ;)

#5
TheOneKnight

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The problem is it only works when my mod is not dependent on Single Player. I'll check it later if I find anything new. Thank you.

#6
TheOneKnight

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This is impossible. No way the game uses the tables. :(. Maybe I'm still doing something wrong?

1. Start with a clean database.
2. Manage module->I put name/ID, ID range (around 1,400,000,000), and Extended module (Single player).
3. Import the resources I used for A Dark Promise and keep their range. Check in the dialog file. Everything has OWNER my module.
4. Check out redcliffe_castle_2 and put the trigger. Changed OWNER to my module. Check in.

5. Start String editor. All the needed IDs are already there. I edit them. Export talk tables. They're correctly exported, no need to translate them since I did on the String editor.
6. Copy on module/talktables. Used anakin5 flag patch.
7. Build module.

8. Start game. The game reads the raw text on dialog and area (and its waypoints). Talk tables do not work.

I think that's a battle already lost. Though anakin5 managed them to work for his "Advanced tactics". Is it only me?

Modifié par TheOneKnight, 09 septembre 2010 - 08:38 .


#7
TheOneKnight

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Please, anyone who had my problem and managed it to work? I'm really stuck. :(

#8
-Semper-

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you renamed your talk tables with the right suffix for the needed language?

#9
TheOneKnight

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Sorry to bother you once again Semper, but you seem to be the only one helping out.

I'm afraid it's not that simple. I can't see where exactly the mistake is.

[*]Manage module, set dependance on core campaign, and set as extended module. Used custom range ID.
[*]Import my work, the cutscenes, the scripts, etc, and the area/dialog (which need to be translated). Check everythin in. Export.
[*]Go to string editor, everything is fine, the IDs are correct, the text is correct. Exported as en-us.tlk.
[*]Edited the strings, translating to Spanish, exported as foreign talk table to es-es.tlk (also tried as core tlk and then renaming it).
[*]Moved the talktables to talktables custom folder on the path you pointed out. Deleted the core talktable on packages/override.
[*]Build the module.
[*]Try in-game: fail, everything in English. Tried as a dazip: fail. Tried renaming the spanish tlk to en-us: fail. Tried on another PC with different SO and completely vanilla game: fail.[/list]
The game keeps ignoring the talktable like it's not existing at all. You understand I can't think on anything else... And meanwhile, my mod is paralyzed. :(

Thank you.

Modifié par TheOneKnight, 15 octobre 2010 - 01:27 .