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. >.>