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Custom Load Hints without .tlk modification


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#1
M. Rieder

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I followed the tutorial on putting custom load tips in a module and could not get it right.  In the process of following the tutorial I happened across the text document included by obsidian explaining the fields in the .2da the controls load tips.  I just use the debug text field.  According to documentation, that is the one that is displayed if the str ref is bad. 

So far it works fine.  The tips show up just great in game. 

My question is: has anyone else done this and had problems?  Is there a reason not to do it this way?  I would like to keep the installation as simple as possible so avoiding a custom .tlk is a good thing, in my opinion. 


Note: in the 2da, the text for the load tips must be enclosed in "". 

#2
Jezla

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I've been wondering lately just what the purpose is to having a custom .tlk file. What exactly is the talk table for, and why would one need to make a custom one?

Modifié par Jezla, 19 janvier 2012 - 09:59 .


#3
kamal_

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M. Rieder wrote...

 Is there a reason not to do it this way? 

Overriding default game files is generally a bad idea.

Custom load hint issues are generally a numbering problem in your custom tlk. I can provide you with a generic custom tlk if you want, the Path of Evil one. That tlk is all load hints, and the load hints in it are random information about Faerun and it's gods taken from the Faerun wiki.

#4
M. Rieder

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I agree that it is a .tlk issue that I was having. I'm good at 2da's and I can get the loadscreens working with the 2das. I kept getting Bad StrRef with my tlk files. I followed the directions as best I could but I couldn't get it working.

#5
kamal_

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http://dl.dropbox.co...4/kamalpoe1.TLK

my tlk from Path of Evil. All it does is generic load tips of information about Faerun.

#6
M. Rieder

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Thanks. I'll check it out to see if I can get things going. I appreciate it.

Modifié par M. Rieder, 20 janvier 2012 - 12:01 .