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Story mod & Texture mod compatibility, DLC extraction and installers

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#26
JohnP

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On topic: I know that in regular DLCs, tlk strings in the DLC tlk overwrite the main game ones. Whether that also works for mod DLCs, I haven't had time to test yet.

 

Fob, you have done this? I've done a few tests, and the game was always still using the original text from BIOGame_INT.tlk

 

I  tried inserting a string using an ID from Anderson's death (which is in the main game tlk) into the EC tlk, and the original string was still displayed.



#27
MrFob

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Ah crap, formulated it wrong/too short. What I meant is that if you change a conversation, you need to add that pcc file into you new DLC anyway. Therefore, you just make a new string and add that to the new tlk, which is also in your DLC.

In any case, it shouldn't be a problem and there should be no need to mod the main game tlk anymore, right?

 

Great tutorial on the ME3Explorer sire btw. I'll use this for MEHEM v0.5, (whenever that will be done :) ). Cheers!



#28
giftfish

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Ah crap, formulated it wrong/too short. What I meant is that if you change a conversation, you need to add that pcc file into you new DLC anyway. Therefore, you just make a new string and add that to the new tlk, which is also in your DLC.

In any case, it shouldn't be a problem and there should be no need to mod the main game tlk anymore, right?

 

Er, I don't know about that. I ran into lots of issues when it came to adding to the dialogue wheel and adding new lines. The game flat out wouldn't let me use certain strings. And, like I said earlier, dealing with the FaceFX link between the content in the dialogue editor and the audio is a gigantic pain, all the strings needing to be the same, etc.

 

It's one thing to be modifying what is there, and it's something else to be adding to it, when you are trying to keep as much of the exisitng dialogue structure in tact. And keeping it in tact is by far the easiest way to go about it.

 

Requiring new strings would mean I would need to change the string for every single line in the Huerta convo for LI Shep, b/c TM edits every single line.And not only do I have to change the tlk string, I have to change the strings for FaceFX, VOPlay files, minimum. I suspect that having to do that would inevitable invovle some hex, and I just don't have the hex skills you guys have. I need to be able to edit current content and add new content in the way that I know how :/

 

Is there no way to put the same strings in the DLC tlk, and that tlk just overrides if identical strings are present? I thought the game already did that with other DLCs? Basically what I'm taking away from this is that the tlk can only be additive, but I've swear BW has made "corrections" to content in the past. Using new tlk strings would require also including an edited PCC, so it seems like it would be far easier if the tlk wasn't only additive, but could also change what was present by referencing the same string ID. >.>



#29
Deager

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So, I'm off and running now with this stuff! I figured out how to make it work right when JohnP shared his custom me3explorer.exe to help with AutoTOC for the method we're using.

 

Since the idea is to talk in a group, I suppose mount.dlc priority and tlk numbers are the two things we should all be aware of correct? Anyway, I'll start at 3700 74 0E (little endian) for the mount.dlc since the various endings to CEM should be higher. CEM itself doesn't need to be but I'll keep it consistent.

 

For the tlk...I need to mess with that yet.

 

Anyway, I suppose there's a better tool for this but I at least want to get the dialogue going now that I'm the second person to start doing this stuff.

 

EDIT: Just so it's somewhere.

 

MEHEM to CEM versions are 3668 and 3669

 

JAM to CEM versions are 3702 and 3703

 

Additional LI versions are 3704 and 3705

 

CEM itself is 3251 and 3252



#30
JohnP

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Posted this as a response to Deager over on ME3Exp, but here it is too:

 

I realized I was testing incorrectly before. The IDs in a tlk file need to be in numerical order. I was trying to add a 600000-range entry AFTER my 700000-range numbers. When I put the lower number at the start of the file, it worked! I was able to override a string from BIOGame_INT.tlk.

 

 

 

28ksgvr.jpg



#31
giftfish

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ROFL. I just posted over there, but this is still making me giggle.

 

Also, I'm now wondering something with certain edits I tried to make that didn't work previously. While I was *aware* the string IDs are in order, it could be when I put one in that didn't work I just sort of missed that connection in my head and the number I used was technically out of order. I'll have to check that out again in the future as I start working on more dialogue again. Well, this is awesome.

 

Now the biggest barriers to really being about to mod dialogue hardcore is the FaceFX and camera.