Quick question - how do I use a custom .tlk file? From what I found on other forums it seems I just need to create one, put it in the game folder, type the right name in the module properties and that's it - and it does work in the toolset, but whenever I do that and try to play the module the game freezes during loading it on "unpacking module" phase... help? :-(
Custom dialog.tlk
#1
Posté 23 août 2015 - 03:56
#2
Posté 23 août 2015 - 04:25
What is the first line number you used?
also make sure that both the name of the tlk is exactly the same as what you typed into the module properties.
There is also a way to get it to work in the toolset but has been a while for me and cant remember off the top of my head. I will look and see if I can find the procedure and let you know.
Kanis
#3
Posté 23 août 2015 - 06:54
a custom.tlk starts with the number 0, but the strrefs are referenced in the toolset and in 2das with 16777216+# in the tlk. you should use this editor when creating and editing tlks. ime it works best for nwn2.
#4
Posté 23 août 2015 - 07:39
I'm using some java tool called Tlkedit. I'm sure the thing I typed in module properties is good, 'cause in other case the toolset informs me that it can't find the file.
Game still freezes on loading screen.
#5
Posté 23 août 2015 - 07:44
Also, I should have probably mentioned it earlier - I'm working with NWN2.
#6
Posté 23 août 2015 - 08:48
which string ref did you use in the toolset or in your 2das?
#7
Posté 23 août 2015 - 09:04
I test-used it for a creature name - I picked the resref nr with the "custom.tlk" ticked and the toolset recalculated the over 9000 nr for me automatically.
Also, does it matter? It works fine in the toolset - I see my custom line. I just can't open the module 'cause the game freezes.
#8
Posté 24 août 2015 - 12:35
Guys c'mon... help me ![]()

#9
Posté 25 août 2015 - 02:00
You need to reference it properly on the 2DA.
Whenever you want to use a string from your custom .tlk in a .2da file, use a StrRef of 16777216+(line # in your custom .tlk).
I do not know about the unpacking freeze though. That may have nothing to do with the .tlk file itself but more with the overall verify/baking procedures done before completing a module.
Or the file could be corrupt, no idea.
#10
Posté 25 août 2015 - 03:34
Here I put the file name in the module properties - I'm POSITIVE it's correct.

Here I pick the string ref in the object's name - you can CLEARLY see that it works in the toolset.

Yet here, the game freezes.

#11
Posté 25 août 2015 - 03:43
Also - if I delete the custom tlk path in the module properties and play the module it work fine - the name of the creature just resets to 0 ("Bad string ref").
#12
Posté 25 août 2015 - 04:33
I haven't used a custom TLK, but have you tried putting it in the TLK folder instead of in the modules folder, and not putting a directory path in the entry in properties?
#13
Posté 25 août 2015 - 04:38
did you try what was already mentioned? just to be sure that it ain't the source of the issue. take the entry number of the string in your custom.tlk and add 16777216. reference the result in the toolset and in any 2das. plus did you use the tlk editor i linked to? afaik there was a thread sometime ago with an unstable client due to a corrupt tlk because of the program used.
also what tchos said. right now nobody really knows what's going on. in principle custom tlks do work.
#14
Posté 25 août 2015 - 04:54
I tried exactly what you said, step by step, and it doesn't work.
#15
Posté 25 août 2015 - 04:59
The program makes no difference - both work in the toolset. As for the whole 16777216 thing: that doesn't even work in the toolset... It works for me when I add 2147483647, for whatever reason. Or when just tick the "custom tlk" flag and enter the string ref in my custom tlk file. No matter what /i put there, thou, the game freezes on the unpacking screen I posted above.
#16
Posté 25 août 2015 - 05:08
I haven't used a custom TLK, but have you tried putting it in the TLK folder instead of in the modules folder, and not putting a directory path in the entry in properties?
Yep - still nothing. As a matter of fact, the module properties references to game folder automatically - like said earlier, if it doesn't find the file in "C:\Program Files (x86)\Atari\Neverwinter Nights 2" an error pops up informing me that the "value" is incorrect. I tried putting it directly in the game folder, in the game override, in game modules, even in a custom folder I created in the game folder and the game froze in all those cases.
#17
Posté 25 août 2015 - 05:19
Is custom.tlk the actual name of the .tlk file? Also you need to remove the "modules/" before it, just "custom.tlk" will do.
That tlk has to be in the tlk folder of ...\My Documents\Neverwinter Nights 2\ of course.
Also that Streef on the screenshot there is way too high. Did you write billions of lines?
Just how big is this .tlk file? If I could download it somewhere I could take a look into it for you and see if I can get it working.
#18
Posté 25 août 2015 - 05:34
1. Yes it is the actaul name.
2. That's simply not true - I've put the file in the "modules" folder. Without the "/modules" an error pops up. It works if I put the file in the game folder directly and type "custom.tlk" only in the properties, WHICH I TRIED, but the game still freezes.
3. It's not way too high - apparently there's over a billion lines in my original vanilla dialog.tlk. If I put 16777217, blank strings appear in the toolset.
#19
Posté 25 août 2015 - 05:36
1. Yes it is the actaul name.
2. That's simply not true - I've put the file in the "modules" folder. Without the "/modules" an error pops up. It works if I put the file in the game folder directly and type "custom.tlk" only in the properties, WHICH I TRIED, but the game still freezes.
3. It's not way too high - apparently there's over a billion lines in my original vanilla dialog.tlk. If I put 16777217, blank strings appear in the toolset.
there are not billions of line in the orignal dialog.tlk, not even by a long shot. In fact it has about 280000 (give or take).
You must have mistyped a number somewhere.
the tlk must not go in the modules folder, it must go in the tlk one...
#20
Posté 25 août 2015 - 05:41
there are not billions of line in the orignal dialog.tlk, not even by a long shot. In fact it has about 280000 (give or take).
You must have mistyped a number somewhere.
the tlk must not go in the modules folder, it must go in the tlk one...
I didn't actually type it - the toolset calculated that nr for me when I ticked the "custom tlk" flag. The 16777217 thing doesn't work for me. As I posted above - I tried multiple folders (including tlk one) with the exact "freezing" result.
#21
Posté 25 août 2015 - 05:41
2. That's simply not true - I've put the file in the "modules" folder. Without the "/modules" an error pops up. It works if I put the file in the game folder directly and type "custom.tlk" only in the properties, WHICH I TRIED, but the game still freezes.
Not in the game folder directly. In a folder called TLK. That's where it should be looking, so you don't need to put /TLK in it.
#22
Posté 25 août 2015 - 05:42
If you upload this .tlk file somewhere I can download it, I can see if I can get it working, then I'll get back to you with step by step guide of how I got it working.
#23
Posté 25 août 2015 - 05:53
Couple of things I noticed:
1. My original dialog.tlk has 234920 strings with the last one being "Portal Transition Aborted.". Adding this nr however to my custom string ref doesn't work, neither does adding 16777217. Only adding the over 2 billion nr works (in the toolset at least).
2. I can't reference the file in "My documents", 'cause the toolset riots, i.e.: the "file not found in C:\Program Files (x86)\Atari\Neverwinter Nights 2". error pops up.
3. I'm loosing my mind.
#24
Posté 25 août 2015 - 06:00
http://www.filedropper.com/custom
Here's the file link, hope it works. Help me, Clangeddin86 You're my only hope...
#25
Posté 25 août 2015 - 06:02
Um, this .tlk only has two strings. Test1 and Test2, is that ok? (just making sure you uploaded the correct one)





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