Chronovore Posted November 17, 2009 Share Posted November 17, 2009 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. Link to comment Share on other sites More sharing options...
jwvanderbeck Posted November 17, 2009 Share Posted November 17, 2009 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. 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. Link to comment Share on other sites More sharing options...
Chronovore Posted November 17, 2009 Author Share Posted November 17, 2009 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. 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. Link to comment Share on other sites More sharing options...
jwvanderbeck Posted November 17, 2009 Share Posted November 17, 2009 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. 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 Link to comment Share on other sites More sharing options...
Pheelon Posted November 18, 2009 Share Posted November 18, 2009 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. 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? Link to comment Share on other sites More sharing options...
Chronovore Posted November 18, 2009 Author Share Posted November 18, 2009 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. 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. :) Link to comment Share on other sites More sharing options...
Azziane Posted November 18, 2009 Share Posted November 18, 2009 I saw this thread and thought "yes! someone with the answer!". And then I cried. Any modification to the core tlk breaks it, if put in the override folders. Any TLK editor that works with dragon age by the way? Link to comment Share on other sites More sharing options...
Pheelon Posted November 19, 2009 Share Posted November 19, 2009 I saw this thread and thought "yes! someone with the answer!". And then I cried. Any modification to the core tlk breaks it, if put in the override folders. Any TLK editor that works with dragon age by the way? btw what is "interesting" is the following: DisplayFloatyMessage(stEvent.oCaster, GetStringByStringId(694329770), FLOATY_MESSAGE, 10040064, 5.0); This displays the Text i set in my Module Talktable for that very id (694329770)--> it seems somehow the 2da's just don't use the custom talk table or we are missing something btw - http://social.bioware.com/forum/1/topic/8/...221788/1#233771 - maybe we get a response if we keep this thread on page 1 for a while? Link to comment Share on other sites More sharing options...
Pheelon Posted November 19, 2009 Share Posted November 19, 2009 hmm, editing and using a blank stringid from the standard core table seems to work somehow - but that kinda sucks too as only 1 core talktable override can be active... using with my Auto Loot Mod Version 1.6 Beta atm: http://www.dragonagenexus.com/downloads/file.php?id=28 Link to comment Share on other sites More sharing options...
jwvanderbeck Posted November 19, 2009 Share Posted November 19, 2009 So just to clarify, the problem is in referencing a string ID from a 2da? Is the 2da in packages/core or addin/core? Link to comment Share on other sites More sharing options...
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