I am trying to make a custom tlk for my custom content. Making the actual tlk is not the problem - getting it to work in the game is. I associated it with the module with the tlk extension, and put the file in the tlk folder - but no go - none of the entries show up...
Does it matter where the tlk starts? eg the row it begins with the custom listings?
Any help or pointers are appreciated.
Custom tlk question / issue
Débuté par
Morbane
, sept. 12 2010 03:29
#1
Posté 12 septembre 2010 - 03:29
#2
Posté 12 septembre 2010 - 05:02
Yes, it's something on the order of 167000000 or so. It's a huge number. I may be off an order or magnitude to the high end, but I do recall it's this incredily large number that at first blush makes you go -- Really?!? That high?
[edit] Found it: The base custom TLK number starts at 16777216.[/edit]
dunniteowl
[edit] Found it: The base custom TLK number starts at 16777216.[/edit]
dunniteowl
Modifié par dunniteowl, 12 septembre 2010 - 05:05 .
#3
Posté 12 septembre 2010 - 05:18
Morbane.. try using the TLK editor in the link below.
When you highlight a line in your TLK, this tool will tell you what the TLK number is for use in your 2DA files.
Then you can just cut and paste the number out of this tool and into a 2DA file.
I'm not sure this is the best way to do it, but it seems to work for me and keeps me from screwing things up.
I found trying to manually type in the numbers let to errors.
http://nwvault.ign.c...ls.Detail&id=24
When you highlight a line in your TLK, this tool will tell you what the TLK number is for use in your 2DA files.
Then you can just cut and paste the number out of this tool and into a 2DA file.
I'm not sure this is the best way to do it, but it seems to work for me and keeps me from screwing things up.
I found trying to manually type in the numbers let to errors.
http://nwvault.ign.c...ls.Detail&id=24
#4
Posté 12 septembre 2010 - 05:45
Ok 
I *was* using an edited dialog.tlk - much to my dismay
So the entries do not start at 16777216 - or 'zero' as it were
I have a LOT of 2da editing to do...
I *was* using an edited dialog.tlk - much to my dismay
So the entries do not start at 16777216 - or 'zero' as it were
I have a LOT of 2da editing to do...
#5
Posté 12 septembre 2010 - 08:49
SO...
I have changed my tlk to a module specific custom tlk and all the strrefs are working - after 2 hrs of 2da editing.
The question now is:
Can I use the same tlk for nwn2_tips.2da that is stored in a hak? I tried to use rows from the custom tlk that number from 16777290 to 16777299, but to no avail. The 2da is still trying to use the first 10 lines from the custom tlk - seemingly ignoring the new row numbers.
Any suggestions?
Thanks.
I have changed my tlk to a module specific custom tlk and all the strrefs are working - after 2 hrs of 2da editing.
The question now is:
Can I use the same tlk for nwn2_tips.2da that is stored in a hak? I tried to use rows from the custom tlk that number from 16777290 to 16777299, but to no avail. The 2da is still trying to use the first 10 lines from the custom tlk - seemingly ignoring the new row numbers.
Any suggestions?
Thanks.
#6
Posté 12 septembre 2010 - 01:57
Hi Morbane,
Your custom tlk file should be able to be used for any of your own tlk lines. So, if you have edited the nwn2_tips.2da by replacing existing tlk numbers with your own, then it *should* be using your lines fine.
Things to check:
1) You have given the 2da file the correct tlk numbers.
2) You do not have another version of the 2da floating around and overriding your hak version. (E.g. In the override folder).
Lance.
Your custom tlk file should be able to be used for any of your own tlk lines. So, if you have edited the nwn2_tips.2da by replacing existing tlk numbers with your own, then it *should* be using your lines fine.
Things to check:
1) You have given the 2da file the correct tlk numbers.
2) You do not have another version of the 2da floating around and overriding your hak version. (E.g. In the override folder).
Lance.
#7
Posté 12 septembre 2010 - 03:18
Thanks Lance.
I was pretty sure about no duplicate files - but I will check them and the row numbers as well.
Just to be clear though, I am using the 16777*** numbers not the actual *row* numbers - isn't that right? It is definitely integral for strrefs to show feats and spells to use the 16777*** numbers, so it is the same for the nwn2_tips.2da, yes? At least that is how it worked when I had just the tip strrefs in the tlk...
I was pretty sure about no duplicate files - but I will check them and the row numbers as well.
Just to be clear though, I am using the 16777*** numbers not the actual *row* numbers - isn't that right? It is definitely integral for strrefs to show feats and spells to use the 16777*** numbers, so it is the same for the nwn2_tips.2da, yes? At least that is how it worked when I had just the tip strrefs in the tlk...
Modifié par Morbane, 12 septembre 2010 - 03:19 .
#8
Posté 12 septembre 2010 - 03:44
bah!
I was correcting the wrong hak!
Every'ting is ok.
Thanks allB)
I was correcting the wrong hak!
Every'ting is ok.
Thanks allB)
Modifié par Morbane, 12 septembre 2010 - 03:45 .
#9
Posté 13 septembre 2010 - 06:18
Good to hear.. TLK editing is a intimidating task when first tried.
#10
Posté 29 mars 2011 - 11:19
So, I am trying to add the religion of the maker to NWN2. I've manged to make it show up in the deities list for everyone but clerics, druids, paladins and the like (the ones that receive actual power from their deities) with the icon etc (it's in override so is only local but I don't play the game online anyway and is a mod for personal use anyway), but now I want it to have a description, with the dominions portfolios and all the cool stuff other deities have.
Thing is I want to modify the game tlk in order to make it work in all the modules (don't know if this is actually necesary though) including OC and stuff but everytime I try to edit it the editor crashes.
Could any expert modder give me a hand on how could I do it? I only want to add the description of the deity in the deities list.
Cheers
Thing is I want to modify the game tlk in order to make it work in all the modules (don't know if this is actually necesary though) including OC and stuff but everytime I try to edit it the editor crashes.
Could any expert modder give me a hand on how could I do it? I only want to add the description of the deity in the deities list.
Cheers
Modifié par Bayz, 29 mars 2011 - 11:52 .
#11
Posté 29 mars 2011 - 11:59
Get another tlk editor off the vault that does not crash all the time.
Also don't edit the dialog.tlk in the program files folder, work on a new one in the root of your player folder, and don't do it while its in use by the game, that also might be causing you to crash if your editor freaks out when it realizes something else is using it.
Add a new row to it the tlk file, which gives you a row number and put your text into that. Repeat for each block of text you are putting in, each getting it's own number. ( one for name, description, etc ). You probably have to read the instructions for your editor.
Put this row # into the 2da for deities for the various columns, name, description, etc.
Save the 2da,put dialog.tlk in root of the player folder.
Custom tlk's are another option if you are making your own module, they won't conflict with the dialog.tlk entries because they use a separate range.
Also don't edit the dialog.tlk in the program files folder, work on a new one in the root of your player folder, and don't do it while its in use by the game, that also might be causing you to crash if your editor freaks out when it realizes something else is using it.
Add a new row to it the tlk file, which gives you a row number and put your text into that. Repeat for each block of text you are putting in, each getting it's own number. ( one for name, description, etc ). You probably have to read the instructions for your editor.
Put this row # into the 2da for deities for the various columns, name, description, etc.
Save the 2da,put dialog.tlk in root of the player folder.
Custom tlk's are another option if you are making your own module, they won't conflict with the dialog.tlk entries because they use a separate range.
Modifié par painofdungeoneternal, 30 mars 2011 - 12:01 .
#12
Posté 30 mars 2011 - 12:48
Yeah, if you are changing the actual dialog.tlk file, make sure to keep a backup. There, the line number is what it says, because you're replacing the original file.
For tlk editing, I still use Axe Murderer's Killer TLK Editor, but there are a few which will do the trick.
Incidentally, 16777216 is a significant number because, unsurprisingly, it's 2^24 - the equivalent of a trillion trillion in base two.
For tlk editing, I still use Axe Murderer's Killer TLK Editor, but there are a few which will do the trick.
Incidentally, 16777216 is a significant number because, unsurprisingly, it's 2^24 - the equivalent of a trillion trillion in base two.
#13
Posté 30 mars 2011 - 08:31
The Fred wrote...
For tlk editing, I still use Axe Murderer's Killer TLK Editor, but there are a few which will do the trick.
Yep Axe's editor is the bomb - but tlkEditR13d is nice to have because of different features - like 2da editing, and tabs for file handling.
#14
Posté 30 mars 2011 - 04:11
Gah every time I try to resize the table to 16777215 it keeps telling me "out of memory" >< seems I'm going to need a better labtop to make it work.
Thanks for the advide though, killer tlk editor seems to be way more user friendly that any other editors I've been using so far.
I will try to make a simple module with an starting and a custom tlk just to see if I can make it work. The deity icon and the nwn2_deities.2da are both in thee local override so I can export the char with the deity and will still accepting it in other modules.
Also I'm just doing this just to see how my game works...
Thanks for the advide though, killer tlk editor seems to be way more user friendly that any other editors I've been using so far.
I will try to make a simple module with an starting and a custom tlk just to see if I can make it work. The deity icon and the nwn2_deities.2da are both in thee local override so I can export the char with the deity and will still accepting it in other modules.
Also I'm just doing this just to see how my game works...
Modifié par Bayz, 30 mars 2011 - 04:17 .
#15
Posté 30 mars 2011 - 05:11
you use the value of 1 in the custom.tlk.
In the 2da you refer to it as 1+16777216 ( or whatever that offset is )
Anything over that amount is custom, anything less dialog.tlk
This basically doubles the size of values you can put in a custom tlk.
Note that using the max value would make your dialog.tlk the maximum size, which probably would run out of memory.
In the 2da you refer to it as 1+16777216 ( or whatever that offset is )
Anything over that amount is custom, anything less dialog.tlk
This basically doubles the size of values you can put in a custom tlk.
Note that using the max value would make your dialog.tlk the maximum size, which probably would run out of memory.
#16
Posté 30 mars 2011 - 08:24
16777215 is wrong it should be 16777216
Modifié par Morbane, 30 mars 2011 - 08:25 .





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