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Talk Tables and Dragon Age II


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#1
mesmerizedish

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I'm making a mod for which I need to add new strings. I have no clue how to do this. How do I do this? :P

Is it possible to add new strings without making an addin? If so, how? If not, how do I make an addin for DAII?

Thanks in advance!

#2
CID-78

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what is the purpouse of adding new strings if you don't make a addin? if you drop the file in the override the new string will be there but they won't be used. you will only notice changes of existing ones.

The best way todo things is to make a addin. Not sure if it differs in DA2 compare to DA:O, it should be the same method. start by reading the datoolset wiki.

#3
mesmerizedish

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It will be used, because I'm adding entries to .gdas that will reference them. So, no, I don't think I need to make an addin (unless that's required simply to add new strings).

I've read the builder wiki. The article on the string editor contains no information that is useful to me. It doesn't even tell me how to open a specific .tlk file (DAII's, for example).

#4
tmp7704

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ishmaeltheforsaken wrote...

I've read the builder wiki. The article on the string editor contains no information that is useful to me. It doesn't even tell me how to open a specific .tlk file (DAII's, for example).

The string editor doesn't open the .tlk files at any point -- the data is stored in the project database and the .tlk are produced as output only.

It's similar to how the cutscene editor produces the cutscene files for the game engine which it then cannot open itself directly, or how the item definitions generate the .uti files which also can't be open to re-generate source information used to create them, how the morph projects generate the .mor files which cannot be open directly by the editor again, etc.

#5
mesmerizedish

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So I can't mess with DAII's talk table at all?

So I do need to create an addin, then. ******.

[EDIT] The wiki sucks.

And DAII's "Hahaha you can't uninstall addins without going to a hell of a lot of trouble *trollface* bullsh*t makes testing a ****.

Modifié par ishmaeltheforsaken, 22 juillet 2011 - 09:30 .


#6
tmp7704

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ishmaeltheforsaken wrote...

So I can't mess with DAII's talk table at all?

Not directly. I'd imagine you'd need to create add-in which extends the "campaign-base" project of DA2. Then you could use the string editor to create additional strings for either the campaign-base itself, or for your own add-in, and export that. However since campaign-base has no entry in the Toolset database (as it's DA2 campaign, not DAO) i have no idea if that's even possible. Maybe if you created "campaign-base" as empty DAO module first in the Toolset (that still won't allow you to edit its strings, it's just for the sake of getting 'proper' add-in hierarchy) and then your add-in as extension of that... but that's likely wind up very messy to edit, if at all possible never mind actually compatible with DA2. Posted Image

Modifié par tmp7704, 22 juillet 2011 - 09:44 .


#7
CID-78

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Just because you can't edit them in the toolset doesn't mean you can't edit them. Have you read the sticky in DA2 Mod forum. it list several tools for modifying DA2, including .tlk editors.(same as the one used in NWN and NWN2).

#8
mesmerizedish

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Yes, I've read the sticky :P

I've only used TlkEdit for editing .uti/.utc files. I remember trying to open the talk table and being unable to. I don't remember what conclusion I drew from this. I'll give it another try later today :)

#9
CID-78

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.uti/.utc is GFF files not .tlk files so that seem very unlikely. if you can't open the file it's most likely because DA2 is unsing a newer version of the .tlk format then NWN and NWN2. (and the person that made the sticky has drawn som conclutions without testing if the tools actually works). DA2 is on my kist of games to get some day. but until that day comes i can't try my hands on modifying it either.

#10
mesmerizedish

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However unlikely it may seem, I guarantee you it is the case. I've done a lot of work for DAII. I'm not exactly a newbie :P

I can't imagine .tlk format has changed drastically... there are only so many ways to encode a simple table like that. As I said, I'll give it another try later today. Thanks for the help so far :)

#11
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CID-78 wrote...

.uti/.utc is GFF files not .tlk files so that seem very unlikely. if you can't open the file it's most likely because DA2 is unsing a newer version of the .tlk format then NWN and NWN2. (and the person that made the sticky has drawn som conclutions without testing if the tools actually works). DA2 is on my kist of games to get some day. but until that day comes i can't try my hands on modifying it either.


This is the talk editor I'm using.

Because it seems relevant, it won't open Origins' talk tables either. Is there a different program I should use instead?

#12
CID-78

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*peeks into DA:O .tlk* Its a GFF version 4.0 containing a .TLK structure version 0.2

so you can open it with the toolset or a external GFF editor supporting GFF 4.0.

So try this: http://social.biowar...m/project/1936/

For reference:

NWN/NWN2, KOTOR and The Witcher is using a pure version 3.0 tlk file

Jade Empire is using a pure version 4.0 tlk file

#13
mesmerizedish

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I totes did not know that the talk tables were GFF.

Anyway, pyGFF opens them, but all the values are just numbers. No text strings D: I found a utility at the Nexus called DAOTlkEdit, but it seems to reject any files that don't have Origins headers.