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What is the diff between .tlk and .dlg?


starrchild

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Files, that is. :)

 

The reason I'm asking is that I would like to modify strings in a fan-made mod .dlg file (correct spelling errors, to be precise) and I can't seem to edit those strings in any of the various .tlk edit programs listed in the Tools and Mods sticky.

 

Can anyone out there give me a hand with this?

 

starrchild

 

Oh, and btw, I'm new :D

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dialog.tlk stores all the text displayed in the game.

 

All default dialog files (.dlg) reference this master list (dialog.tlk).

 

User made dlg files may or may not include entries to dialog.tlk. In other words, mod dlg files can be created independently of dialog.tlk. I hope that helps.

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Why don't you read the Guide for the newbie ;) Tk102 made and editor and the new Kotor tool also comprises an integrated dialogue editor.

 

The tlk file contains all the text strings that the game will display in Kotor. You can modifiy existing stings in the tlk file with the editor proposed in the Tools and mods sticky. However, when you can avoid it, do not edit the .tlk file because: (1) there is only 1 tlk fiel and it would easily cause conflicts (2) the size of the file is 5 MB (3) it would change the language of the game of players having non English versions of the game.

 

The dlg files contains all the branches of a dialogue with a specific npc. You can also type text in theCExoLocString field which will is store the text that will appear visible to the player. It is also dependent on language but at least it does not change the entire game, the effects are "local", i.e limited to a specific dlg file. (the user wont see the text of a specific dlg if he has the game in another language - but the rest of the game will be functional)

 

For more info see: http://nwn.bioware.com/developers/

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Guess I should have been more specific :)

 

What I want to do is modify a fan .dlg file, *not* the game dialog.tlk file. I learned about .tlk files and such by doodling around in NWN, along with learning how to do *very* simple tileset reskinning, and combining .2da files.

 

I'm just wanting to correct spelling errors/modify dialog in that particular .dlg file.

 

I've been able to extract the .dlg file to a text file, where I can make the corrections/changes to the dialog. I'm not changing any of the scripts, etc., but I just want to recompile (?) the changed .dlg file so the changed dialog appears when that mod runs.

 

I hope that's more clear for ya'll ('cause it sure ain't for me! :( ).

 

starrchild

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