Currently bundled my modified dialog.tlk with my 2DA .haks and it loads it perfectly fine when I load the module on the local machine, but as soon as I launch the server it does not use the custom dialog.tlk.
For example, I modified Half-Orcs to be Hobgoblins since dragonlance does not have orcs. The different size, the skin tones, the stats all carry over (since those are 2Das) but the name "Hobgoblin" does not. (it's in the tlk).
Where do I need to put my custom tlk and how do I get it to the players? Should it be a hak? etc.
Thank you.
Where do I put my Custom TLK on the server?
Débuté par
OrdinaryMan21
, févr. 13 2012 10:56
#1
Posté 13 février 2012 - 10:56
#2
Posté 13 février 2012 - 11:17
You name it "yourservername.hak" in "my docs/neverwinter nights 2/tlk" folder and set it as a custom tlk in your module properties. The ADL will see it and take care of it. Then you have to reference values in this tlk file by offsetting them by a certain number. ( I think the 2da editors support this by default ) REad this for more info Custom Dialog.tlk Problems
Dialog.tlk is used for Single player only, and technically it will create conflicts with end users content as a user can only use a single one. If your end user is a spanish speaker, it's better to keep his content in spanish, and only your module specific changes will be in english. You can just rename this file though as is, and change how you refer to each item and it will use the custom values.
If you look at kaedrins content, you will see a custom tlk version and a dialog.tlk version. The real difference is in the 2da files, compare the 2 versions of classes.2da and i think you will understand better.
Dialog.tlk is used for Single player only, and technically it will create conflicts with end users content as a user can only use a single one. If your end user is a spanish speaker, it's better to keep his content in spanish, and only your module specific changes will be in english. You can just rename this file though as is, and change how you refer to each item and it will use the custom values.
If you look at kaedrins content, you will see a custom tlk version and a dialog.tlk version. The real difference is in the 2da files, compare the 2 versions of classes.2da and i think you will understand better.
#3
Posté 14 février 2012 - 06:10
Hi Pain,
Understand the not wanting to prevent spanish versions from playing and forcing them to play english because I've overriden their dialog.tlk.
However all my players are North America, it's a campaign and I can deal with that.
So I did the following:
1. Renamed my modified dialog.tlk to dl_dialog.tlk
2. Packed this tlk into dl_dialog.hak
3. Attached dl_dialog.hak to my module under module properties > custom tlks as suggested.
4. Uploaded/Staged/Downloaded...
Still no custom strings :/
Understand the not wanting to prevent spanish versions from playing and forcing them to play english because I've overriden their dialog.tlk.
However all my players are North America, it's a campaign and I can deal with that.
So I did the following:
1. Renamed my modified dialog.tlk to dl_dialog.tlk
2. Packed this tlk into dl_dialog.hak
3. Attached dl_dialog.hak to my module under module properties > custom tlks as suggested.
4. Uploaded/Staged/Downloaded...
Still no custom strings :/
#4
Posté 14 février 2012 - 07:44
I think you aren't hearing what i am saying, and i am pretty sure you didn't read the thread i linked to.
Please don't add steps, or try to make it more complicated than that, you don't need a hak or deal with getting it to your players. When you stage your PW it will take care of it. If that does not make sense, go and read how knightmare described it in the thread i linked to. If you don't adjust how you refer to tlk entries and add 16777221 to them, it's just not going to work.
The thread i linked to covers it pretty well, and is worth reading if it's still not making sense to you. Even mentions some tools that can adjust tlk entries to add 16777226 to them with a keystroke.
- Take the tlk entries you actually want showing up in game.
- Put them in a new tlk file, named "yourpwname.hak" mainly so i know as a player i can delete this file if desired. Save this as-is into the "tlk" folder inside "my documents/neverwinter nights 2".
- Now attach this to your module. ( module properties, tlk file, browse for the tlk file you just edited )
- Now find everywhere you reference these tlk entries, add 16777221 to each one. So if you have a 2da where you have a custom class name, and it was tlk entry 5, it's going to be 16777226 instead.
Please don't add steps, or try to make it more complicated than that, you don't need a hak or deal with getting it to your players. When you stage your PW it will take care of it. If that does not make sense, go and read how knightmare described it in the thread i linked to. If you don't adjust how you refer to tlk entries and add 16777221 to them, it's just not going to work.
The thread i linked to covers it pretty well, and is worth reading if it's still not making sense to you. Even mentions some tools that can adjust tlk entries to add 16777226 to them with a keystroke.
Modifié par painofdungeoneternal, 14 février 2012 - 07:46 .
#5
Posté 15 février 2012 - 07:26
And done... thanks again Pain.
One note for ya.... I stored the .tlk as a .hak as per your instruction #2 and attached it to the module in the custom.tlk section. No go. Wouldn't recognize it.
I had to actually save it as a .tlk for it to recognize it as a custom .tlk. It then got staged and turned into a .lzma as a .tlk.lzma
If anybody digs this thread up in the future, keep that in mind.
One note for ya.... I stored the .tlk as a .hak as per your instruction #2 and attached it to the module in the custom.tlk section. No go. Wouldn't recognize it.
I had to actually save it as a .tlk for it to recognize it as a custom .tlk. It then got staged and turned into a .lzma as a .tlk.lzma
If anybody digs this thread up in the future, keep that in mind.





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