jinger Posted December 9, 2005 Share Posted December 9, 2005 there's a dlg file i want to override that has duplicates in some ERF files, is there any way of overriding it without overriding the whole ERF containing the dlg? Link to comment Share on other sites More sharing options...
Darkkender Posted December 9, 2005 Share Posted December 9, 2005 when you place your "*.dlg" file in overide it only overides the original dlg not the entire erf. Link to comment Share on other sites More sharing options...
jinger Posted December 9, 2005 Author Share Posted December 9, 2005 when you place your "*.dlg" file in overide it only overides the original dlg not the entire erf. the problem is, as i said, that it has duplicates in other ERFs Link to comment Share on other sites More sharing options...
stoffe Posted December 9, 2005 Share Posted December 9, 2005 The only way I can think of would be to rename the dialog file to something unique and then modify the script or UTC/UTP template that uses the instance you wish to override to point to your renamed version instead. (Which unfortunately will leave you just as stuck if scripts or templates with those names exist in several RIM or ERF files as well.) Override always overrides resources on the global, game-wide scope. There's nothing to do about that as far as I know. Link to comment Share on other sites More sharing options...
Darkkender Posted December 9, 2005 Share Posted December 9, 2005 If your working on a custom module you can insert the dlg file into the "*.MOD" file when you build it and it will also stay local to that module only. Link to comment Share on other sites More sharing options...
jinger Posted December 9, 2005 Author Share Posted December 9, 2005 If your working on a custom module you can insert the dlg file into the "*.MOD" file when you build it and it will also stay local to that module only. that's not the case Which unfortunately will leave you just as stuck if scripts or templates with those names exist in several RIM or ERF files as wellyep, that's the case… i don't suppose building an ERF with the same name of the one containing the dlg would override just it? would i lose the original's other files? Link to comment Share on other sites More sharing options...
Darth333 Posted December 9, 2005 Share Posted December 9, 2005 that's not the case yep, that's the case… i don't suppose building an ERF with the same name of the one containing the dlg would override just it? would i lose the original's other files? That would also work but depending on what you're doing it can be overkill. Simply use Kotor tool's ERF builder and save your file as a .mod (make sure to pack everything in it, including the .are, .git and .ifo files). Since you are saving with a different extension, your original files won't be replaced but the new file will override them. Link to comment Share on other sites More sharing options...
jinger Posted December 9, 2005 Author Share Posted December 9, 2005 That would also work but depending on what you're doing it can be overkill. Simply use Kotor tool's ERF builder and save your file as a .mod (make sure to pack everything in it, including the .are, .git and .ifo files). Since you are saving with a different extension, your original files won't be replaced but the new file will override them. you saying to override pippo.erf (that contains the original dlg file) with pippo.mod containing just the new dlg file? that'd be awesome, did i get it right? Link to comment Share on other sites More sharing options...
jinger Posted December 10, 2005 Author Share Posted December 10, 2005 well, stoffe was right. i was being generic about this because i'm trying this in more than one mod, in different ways, but it seems you cannot override a single file in a .rim/erf (not if it has duplicates) without having to override the entire module. mmmm… i'm assuming out there there's no script decompiler, is there? Link to comment Share on other sites More sharing options...
Darth333 Posted December 10, 2005 Share Posted December 10, 2005 yes, you can only override the entire module. And yes, there's a script decompiler: DeNSC: http://www.starwarsknights.com/tools.php You can also have a look at this page for valuable info: http://www.torlack.com/index.html?topics=nwndata_ncs You'll find a list of tools here: http://www.lucasforums.com/showthread.php?t=152392 Link to comment Share on other sites More sharing options...
jinger Posted December 10, 2005 Author Share Posted December 10, 2005 wonderful *__* most useful, many thanks Link to comment Share on other sites More sharing options...
Darth333 Posted December 10, 2005 Share Posted December 10, 2005 Forgot to mention: you'll have to double check the output manually as it does not always give "clean" results (torklack's page becomes very handy here). Link to comment Share on other sites More sharing options...
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