Ahoy folks,
I have been trying to get custom classes to work in my module for a good time now, and though following the tutorial I found has garnered statistical results, the names and polish to the classes refuse to work.
I have narrowed the issue down to the module not referancing my custom .TLK file for reasons I cannot fathom. My module has "fivekingdoms.tlk" in the custom dialog option in the module properties. I have openned and editted the original dialog.tlk and then saved as 'fivekingdoms.tlk'. Following that work I put my new .TLK file in the override in the My Documents NWN2 folder. After this failed I tried placing it in the actual game directory alongside the old dialog.tlk with no effect.
Regardless of my effort, the .TLK files refuse to be referanced, thus all of my custom added content have blank titles, labels, and descriptions. It's as if the module was looking for and failing to referance any .TLK at all.
Any revalations from the community here would be amazing.
~Song_of_Serran
Custom Dialog.tlk Problems
Débuté par
Song_of_Serran
, oct. 23 2010 06:38
#1
Posté 23 octobre 2010 - 06:38
#2
Posté 23 octobre 2010 - 02:22
the custom tlk should only have your strrefs - it is pointless to use the whole dialog.tlk - mainly because your custom tlk will have to be referenced by the 16777216 style numbers which as standard row numbers go is equal to 0.
Any strrefs you intend to have in your custom tlk need to have that format with each row incrementing by 1 - eg 16777216, 16777217 etc. So if you have modified a 2da the strref should be in that format for the columns they are needed in.
Also your custom tlk should be in your mydocs / nwn2 / tlk folder.
If you are using tlkEditR, ctrl+u will show the proper row format.
Hope that made sense and will be of use to you.
Any strrefs you intend to have in your custom tlk need to have that format with each row incrementing by 1 - eg 16777216, 16777217 etc. So if you have modified a 2da the strref should be in that format for the columns they are needed in.
Also your custom tlk should be in your mydocs / nwn2 / tlk folder.
If you are using tlkEditR, ctrl+u will show the proper row format.
Hope that made sense and will be of use to you.
Modifié par Morbane, 23 octobre 2010 - 02:25 .
#3
Posté 24 octobre 2010 - 10:02
Do not entirely understand what you are getting at.
I added further lines for my new entries, and put those lines in the 2da referance columns. No effect.
Likewise I tried just strait replacing things... like I replaced the words Fighter and Fighters from row 8 and 9, and the changes did not show up at all. It infact ignored all changes.
I added further lines for my new entries, and put those lines in the 2da referance columns. No effect.
Likewise I tried just strait replacing things... like I replaced the words Fighter and Fighters from row 8 and 9, and the changes did not show up at all. It infact ignored all changes.
#4
Posté 24 octobre 2010 - 10:27
i think morbane is speaking about the row numbers. if i get it right every custom tlk has to begin with row number 16777216 and the following lines are incremented by 1. now the question is if the custom.tlk could begin with row number 16777216 as the first line or if you have to go up from 0 to 16777216 to get your entries working.
#5
Posté 24 octobre 2010 - 01:34
No the custom,tlk has to start at that ridiculously high number for some reason and that's where you start your entries. Any references have to be made, I think from the custom.tlk via strref (wid doze weally big numbahs) from whatever .2da file controls that. I am relatively ignorant of the inner workings of all that, though I've gleaned a few details over the years of reading almost every post in a forum as a moderator. Some of it's gotta stick at some point. I am sure it also involves some scripting in conversations and such. Simply making changes in the dialog.tlk is not going to do it, especially if you're not placing that copy of that in the Overrides folder. The TLK folder has a superior copy residing in your Main Drive\\ Program Folders\\ Atari\\ Never Winter Nights 2\\ TLK folder and I believe uses that over the one in your My Documents... NWN2\\TLK.
Now, the caveat with this information is this is all recollections of snippets I have read over the years and so might actually indicate I'm talking out my backside. I think, if anything, though, I'm pretty close to how it should work.
This is, admittedly, one of those areas that it would be nice to have a set of documents explaining it better.
dunniteowl
Now, the caveat with this information is this is all recollections of snippets I have read over the years and so might actually indicate I'm talking out my backside. I think, if anything, though, I'm pretty close to how it should work.
This is, admittedly, one of those areas that it would be nice to have a set of documents explaining it better.
dunniteowl
#6
Posté 24 octobre 2010 - 02:14
Well it might be easier for you folks to help if I told you I am trying to rename a class, and some feats. These are what are failing.
P.S. Thanks for the replies thus far =D
P.S. Thanks for the replies thus far =D
Modifié par Song_of_Serran, 24 octobre 2010 - 02:15 .
#7
Posté 24 octobre 2010 - 02:47
Here's what they mean above. Its not that your custom TLK needs to begin at that high level, but your reference point to it does. You can have 2 .TLK files for a module (the original plus your custom) and they will work together. The game uses a "code" to tell itself to use your custom one. That code is the number 16777216. So, with your custom TLK, create a brand new file (ie. don't use a copy of the original to edit) and begin with line 0 in the TLK - number it line 0 in there as well (then line 1 next, line 2 next, etc.). When you go to reference that custom line in something else (like a 2DA file or script), add the line number of your TLK line to the number 16777216 (ex. 2 + 16777216 = 16777218, etc.) and use that total in the 2DA. So, entering 16777221 in the 2DA reference will tell the game "use my custom TLK file and not the original, look at line 5 there" (5 + 16777216 = 16777221).
Modifié par _Knightmare_, 24 octobre 2010 - 02:50 .
#8
Posté 24 octobre 2010 - 11:00
Ah I understand what you are saying. Sorry you had to spell it out, but thank you nether the less. I will try it right after work. =)
#9
Posté 25 octobre 2010 - 03:32
KM is really good at explaining things. Well done Knightmare.
But DO look into using TlkEditR - or another good one is AxeMurderersKillerTLK editor.
TlkEditR has that ctrl+u option I mentioned to show the "code" numbers for your strrefs.
But DO look into using TlkEditR - or another good one is AxeMurderersKillerTLK editor.
TlkEditR has that ctrl+u option I mentioned to show the "code" numbers for your strrefs.
#10
Posté 25 octobre 2010 - 08:10
I am currently using TlkEditR. Thanks for the suggestions anyhow. =)
*edit* Also, I just tried your fixes as I am off of work... much victory. All works as predicted and I am back to work. =)
Much thanks to all.
*edit* Also, I just tried your fixes as I am off of work... much victory. All works as predicted and I am back to work. =)
Much thanks to all.
Modifié par Song_of_Serran, 25 octobre 2010 - 08:33 .
#11
Posté 25 octobre 2010 - 11:03
NP, glad it worked out for you.
And thanks Morbane! =)
And thanks Morbane! =)
#12
Posté 13 juin 2011 - 06:23
Modifié par Davidov_Sergei, 13 juin 2011 - 06:23 .





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