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Chronovore

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Everything posted by Chronovore

  1. A moderator worked with us in this thread: http://social.bioware.com/forum/1/topic/8/...218226/2#245342 and we figured out that the there is a mismatch between game and toolset data when it comes to strings that they will be fixing (hopefully) in the next week or so. In the same thread someone pointed out that the excel processor doesn't handle numeric values properly so that MIGHT be an issue as well. Just a little more info here. In direct answer, yes. The problem is referencing a string ID from a 2DA. And I personally have my 2DA(GDA) in %modname%/Module/Override. All the other modifications in the 2DA work perfectly except for the string IDs.
  2. By exporting the module you have created (I think it's Builder to Player, I don't have the editor with me here at work.) It creates a .dazip.
  3. I've only dabbled with the talk tables, so bear that in mind. But you probably want to follow the same basic idea as anything else you add to Single Player. That is, create a new module that extends single player and add your strings in there to your module. Its really going to depend on what your end goal is. I was hoping I would just be able to drop the TLK into the override directory to test out some strings quickly like you can with the binarized 2DAs, but I *suppose* I could do it the right way... :P Thanks. Always worth it in the end to do things the right way :D i tried that and failed misserably: I kinda ran into a dead end with inserting and creating the talktable entrys to use for a new ability - a "local" talktable of the mod doesn't seem to be doing anything and exporting the complete core talktable breaks the game as the internal ids in the toolkit are wrong. Has anyone got this to work in any way yet? Nope. I've been :wallbash: trying to figure something out, but I can't even figure out how the 2DAs reference the talk tables. The String IDs in the 2DAs are NOT the same as the StringIDs in the string editor. I thought perhaps it was a standard offset, like the DABuilder Wiki says, but it isn't, the offsets are different for different blocks of strings. I'm absolutely confused. :)
  4. I've only dabbled with the talk tables, so bear that in mind. But you probably want to follow the same basic idea as anything else you add to Single Player. That is, create a new module that extends single player and add your strings in there to your module. Its really going to depend on what your end goal is. I was hoping I would just be able to drop the TLK into the override directory to test out some strings quickly like you can with the binarized 2DAs, but I *suppose* I could do it the right way... :P Thanks.
  5. What is the proper process for adding strings to the game? Is there a way that you can export strings that are added to the game instead of replacing the whole TLK file? I ask because my feeble attempts to add strings only results in the removal of all strings (including the strings I'm referencing in the 2DA files). This is probably an easy question, but I've been unable to find anything. What I've tried has been to add them to the core tlk table and then exporting the core tlk table which places it in the override directory.
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