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Race/class Descriptions


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#1
Arctic_Phoenix

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 Okay, so I've spent a better part of the day modifying the various classes that are present in Neverwinter Nights 2 (just to see what I can tinker with successfully).  

Here's what I need help with:  I want to make it so that classes and, more importantly, races, have accurate information on them when I create a character.

For example, after I go through and select gender, then I go to select my race.  On the right side of the screen is information ABOUT that race.  How do I change the text for that so that it's accurate?  For example, if I changed the ECL of the Deep Gnome from +3 to +2, how would I go about changing the text in the information section so that it would say " -Level Adjustment +2, Deep Gnomes are more powerful blah blah blah" rather than what it still says " -Level Adjustment +3?

What file do I need to adjust, what do I use to open it with, and where can it be found?  FWIW, I'm running:

Version 1.023 (1765) (Final) Aug 17 2009

I have MoTB and SoZ installed (as well as the modules for Dark Waters and Pool of Radiance Remastered).

#2
kamal_

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You have to use a custom .tlk file. Make a copy of the default one to work with.

#3
I_Raps

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You'll be editing dialog.tlk, which is found in C:\\Program Files\\Atari\\Neverwinter Nights 2.
Here is the tool I prefer:  nwvault link

Be sure to keep a backup copy of the original.

#4
Arctic_Phoenix

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Thanks! Do I put a copy of the file in the override folder, or just replace the original with the modified?

#5
kamal_

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never replace the original. Overide.

#6
I_Raps

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Arctic_Phoenix wrote...

Thanks! Do I put a copy of the file in the override folder, or just replace the original with the modified?



I've seen it done different ways, but I've ended up leaving the new version in the same place of the original (the original is still there, just with a .bak extension).  I guess that worked best but it's been a long time since I settled on that so I don't really remember if there was an actual advantage.

#7
kevL

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the override version shows up in the Game,

but i have to replace the install version for changes to show in the Toolset.

#8
Arctic_Phoenix

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Huh. Okay, well now, for some stupid reason, the game crashes.

I'm a bit confused. I have two options:  I can either save in ODF format or keep current format. If I keep current format when I save it, the game crashes. If I save in ODF format, the game doesn't see the changes.

I'm using Open Office Calc for this... and the funny thing is, it worked fine yesterday, when I made OTHER changes. But I decided I had made too many and wanted to start over, and now... now it doesn't work.

Any ideas?

To specify:  The game crashes at the "create a character" screen.

Modifié par Arctic_Phoenix, 26 septembre 2011 - 08:59 .


#9
painofdungeoneternal

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???

Are you editing dialog.tlk with a tlk editor. ODF cannot edit a tlk file, it's proprietary. 2da format can be edited with excel or the like, but it's not really tabbed data and can screw it up. Use something like TLKedit, or other editor made for NWN2 to edit the files.

DO NOT TOUCH ANYTHING IN THE PROGRAM FILES FOLDER, if you hose it, it's going to require a reinstall. While it is said this is working for some, they are basically wrong in how they are doing it and just got lucky, and doing things in the base game folder is only for those who really know how this all works as the only way to fix it is to delete everything and uninstall the game, and reinstall it. Not to mention the fact if they do a patch, you are out of luck. I can also say the tools i am developing for installing content are going to be completely confused by end users doing this. No one who has expertise is going to recommend you as a new modder do this unless it's proven there are not alternatives that are just as easy and far less risky, assume the player folder is off limits even when you read other wise on the vault. ( the only folks who can tell you different are people like grinning fool, skywing, peachykeen, 010010, or the game devs )

Placing files in the my "documents/Neverwinter Nights 2" folder which correlate in location to the game files, whether in override, toolset plugins, or the tlk folder Works. Sometimes you have to create a folder. If you goof up, delete the whole folder and the game will work again, or use -Home to specify a different folder.

Dialog.tlk goes in the Root of the "player folder/my documents/Neverwinter nights 2" folder. If you are modding things for your own use, this is how to do it. It's easy, and you have a backup of the real dialog.tlk which does not need to be renamed bak to work.

Custom Tlk's are for your specific module, and you use much larger numbers in the 2da's for them to work. They go in the tlk subfolder, and must be attached to the module via the toolset. This is for module authors, and for PW admins. Changes in dialog.tlk and the custom.tlk both happen together. You probably don't need to deal with this, but this is how that new module you download will have custom text without you having to merge their tlk entries with yours in dialog.tlk.

I'd suggest getting kaedrins dialog.tlk, or ladydesires as those are already merged with other custom content. Won't hurt anything, but would make things easier in the future for you.

These files do not go in override, or anywhere else besides the root of the Player NWN2 folder on dialog.tlk, or the tlk folder for custom tlks. There was some contrary information out there, but that was due to bugs which have been fixed in 1.23.

Oh, yeah, this is not originally a bug, but it's about custom content, if you post in those threads you will have much better luck. You probably want to keep posting here until you get things working again as right now you've got some difficult technical issues.

Now about the game crashing, first step, get your folder in "program files/atari/Neverwinter nights 2" back how it was before you started changing things. If you did too much so you are not sure it's back to normal, reinstall everything. The files you've changed, put them in NWN2 inside of "My documents". Remove them until the game starts working, or add them in until it starts working again. Pretty certain the use of ODF is part of the issue, you probably want to get tlkedit and just do your changes again to the original files, probably be less work.

( note that if you hose things in your player folder, you can just rename it, and the game will recreate it, and you can move in the customized files one by one from the old to new version, this can be a lifesaver. )

If you want more help, the main thread has instructions on how to get into IRC chat, and i ( or anyone there who wants to ) can help you with more specifics in how to get things working again. Just be patient as most folks leave it open and are working on other projects so don't respond quickly.

Modifié par painofdungeoneternal, 26 septembre 2011 - 09:40 .


#10
Arctic_Phoenix

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I'm not touching the .tlk at this point. I'll try using the TLK editor to edit the .2da file, I suppose.

I'll try putting the files in the documents/Neverwinter Nights 2/override file and see if that works.

#11
painofdungeoneternal

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Where are you putting them now?

#12
Arctic_Phoenix

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I was putting them in the override folder for program files/neverwinter nights 2/override

I'm thinking I'll put them in the documents/neverwinter nights 2/override now, though. We'll see if that works.

#13
painofdungeoneternal

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That does work.

Second issue is, did your using ODF or other tools screw up those 2da files. Can you open them in TLKedit or does it fail to open.

#14
Arctic_Phoenix

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No, the TLK Edit program won't open the .odf save.

And the .2da file causes my game to crash every single time.

It worked fine yesterday. I can't quite figure out what I'm doing wrong NOW, though. Yes, I got rid of the old files. No, I didn't change the files in the game directory itself, I made copies of them and changed the copies.

#15
painofdungeoneternal

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Use tlkedit to redo the changes you had done before.

Pop onto the IRC channel ( instructions are above ) if you want some real help.

Rename your player folder, the one in my documents, and test if that helps.

#16
Arctic_Phoenix

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Okay, I finally have everything working... kinda sorta.  LOL

The game now recognizes the changes I've made to the ECLs... BUT... it still SAYS that they have their original ECL in character creation.  I edited dialog.tlk and put a copy in the override file... but it still says it.

What do I do with that?

Modifié par Arctic_Phoenix, 27 septembre 2011 - 10:49 .


#17
painofdungeoneternal

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No, delete the folder in program files and reinstall, you probably hosed something in the application folder. Your changing things around in there might not get fixed with just reinstalling without removing it all. Very hard to know what got touched, very likely it was the data zips or something else the game depends on. Just opening some files with the toolset can end up changing them.

Just a bit of advice to others who are helping - NEVER tell people to touch anything in their program files folder, it tends to end up a mess for them, and there are better ways to do things which are not harder and leave the end user with more options. Almost all overrides should go into the player folder, and if you see anything to the contrary, you should either try it in the player folder or ask here for how it should be done. ( there are a few exceptions related to NWNx and fonts )

#18
Arctic_Phoenix

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painofdungeoneternal wrote...

No, delete the folder in program files and reinstall, you probably hosed something in the application folder. Your changing things around in there might not get fixed with just reinstalling without removing it all. Very hard to know what got touched, very likely it was the data zips or something else the game depends on. Just opening some files with the toolset can end up changing them.

Just a bit of advice to others who are helping - NEVER tell people to touch anything in their program files folder, it tends to end up a mess for them, and there are better ways to do things which are not harder and leave the end user with more options. Almost all overrides should go into the player folder, and if you see anything to the contrary, you should either try it in the player folder or ask here for how it should be done. ( there are a few exceptions related to NWNx and fonts )


Nah, actually, I figured out what the problem was.  The problem was Open Office's Calc.  The files are still good and the game works perfectly now.  

It doesn't TELL me that there is no ECL, but the game recognizes it as such now at least.

Now I just need to figure out how to edit THAT.  But the game works fine now.

#19
painofdungeoneternal

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So you had a file still in program files somewhere causing the issue?

Glad you got it sorted, i'd be very careful with spreadsheets, the 2da format is not something a spread sheet can parse correctly, it's actually more of a matter of luck ( i use a custom program to edit them prior and save them as tab delimited if i want to use excel ). I'd review the last column carefully on every row to ensure everything ended up in the right cell.

I removed ECL as well for my pw, but put it in as a cap on max level ( otherwise everyone would just play ECL characters and nothing else ). This makes them good for new players who want some extra power up front so they can learn how to play. Even then i reduced or removed the cap on almost all races, especially ones that did not add anything of value.

copy that dialog.tlk into the player folder ( root of my docs/NWN2 ), and then open it up with tlkedit, go to the rows specified in classes.2da and edit them as you see fit.

I'd suggest starting a thread in teh custom content section, as this area is meant for those dealing with problems, there are entire forum sections dedicated to what you are doing where you will get much better help.

Modifié par painofdungeoneternal, 27 septembre 2011 - 11:26 .


#20
Arctic_Phoenix

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Okay, thanks for the advice! I'll start a thread in the custom content section, now that my issue is resolved.