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Chronovore

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So just to clarify, the problem is in referencing a string ID from a 2da?

 

Is the 2da in packages/core or addin/core?

 

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.

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So just to clarify, the problem is in referencing a string ID from a 2da?

 

Is the 2da in packages/core or addin/core?

 

only packages/core works for the 2das - and only if u take the talk-table from the original game and manually edit some ids that aren't being used atm (i just took the top 4 as all of them had empty strings)

thats why my mod jumped from 11k to 700k in size ;)

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So just to clarify, the problem is in referencing a string ID from a 2da?

 

Is the 2da in packages/core or addin/core?

 

only packages/core works for the 2das - and only if u take the talk-table from the original game and manually edit some ids that aren't being used atm (i just took the top 4 as all of them had empty strings)

thats why my mod jumped from 11k to 700k in size ;)

 

A couple of ppl (including Me) in Social figured it finally out - and i put it into the Wiki:

 

http://social.bioware.com/wiki/datoolset/i...#Adding_Strings

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