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. :)