Darkkender Posted May 3, 2005 Author Share Posted May 3, 2005 Originally posted by stoffe -mkb- No custom.tlk, no hakpaks AFAIK. The game wasn't made to support 3rd party mods. I was getting the impression this is custom added content by modders with NWN when it came to the custom.tlk file. I have just gotten confused on how they get it to interact with dialogue.tlk. After further looking at the hakpaks I realize we don't need them anyways. KOTOR 1 did not necesarily have the support of 3rd party mods but it definetley seemed to welcome them into the game provided they were crafted correctly. TSL didn't come with an overide folder but responds the same as KOTOR 1 when it comes to most 3rd party mods. Other than the devs throwing a few kinks into the mix. I think they did it so they could sit back and watch all of us squirm and work our way around some of there kinks. Link to comment Share on other sites More sharing options...
stoffe Posted May 3, 2005 Share Posted May 3, 2005 Originally posted by Darkkender I was getting the impression this is custom added content by modders with NWN when it came to the custom.tlk file. I have just gotten confused on how they get it to interact with dialogue.tlk. No, custom.tlk support was added by Bioware for singleplayer in the NWN 1.61 patch, and then fully implemented for the multiplayer part in the 1.62 patch. They work a bit like hakpaks in the regard that you attach a custom.tlk file to each module that uses it individually, rather than add new strings on a global scope. The game then assumes that all strrefs above a certain number (which I don't remember currently) are found within the custom.tlk rather than in the game's dialog.tlk file. Link to comment Share on other sites More sharing options...
stoffe Posted May 8, 2005 Share Posted May 8, 2005 Just FYI in case no one else tested it: It appears to work to add new <class>_list, <class>_granted and <class>_recom columns to feat.2da for new custom classes as well. This is useful when adding a new class to the game, since those columns determine which feats are granted automatically at levelup, and which feats are available to pick for what classes. I tested it briefly and the new feats were granted as specified, and adding columns didn't seem to cause any other problems that I could notice. Link to comment Share on other sites More sharing options...
Darkkender Posted May 8, 2005 Author Share Posted May 8, 2005 This is even better news stoffe. I guess I should really get to burying my head back into modding even more. Link to comment Share on other sites More sharing options...
Darkkender Posted May 9, 2005 Author Share Posted May 9, 2005 @stoffe Which utility/tool program have you been using to add columns into the 2da files? Link to comment Share on other sites More sharing options...
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