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[MOD REQUEST] Text Descriptions, DIALOG.TLK & modding

BoasterBoaster Member Posts: 622
For those who may possibly want to mod the game, is there any way we could point to an external source for a text description?

The present way of modding, adding items, spells, and dialog works good and well. It's challenging, but works well enough. However, what about the possibility of referencing an external file for some descriptions for items, spells, et cetera, that modders would like to add to the game?

This could potentially allow for multiple mods to work in tandem, or quite possibly simplify the editing process.

Also, the possibility of overwriting modifications made to DIALOG.TLK would be all but eliminated.

Perhaps allow reference to an external DIALOG.TLK (possibly called "xDIALOG.tlk") in an override folder? Or allow each individual item and spell to have their own text files?

The way I would imagine this working would be something like:
HALBX10.txt (file name)
NORMAL_ID="Halberd" (for unidentified)
MAGIC_ID="Halberd +1: 'Torch'" (for identified)
DESCRIPTION="Halberd +1: 'Torch'
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor.

STATISTICS:

Grants wearer infravision up to 120 ft
33% chance: +1d3 Fire damage
66% chance: +1d3 Fire damage

Damage: 1D10 + 1 / 1D10 + 1
THACO: +1 bonus
Damage type: piercing / slashing
Weight: 14
Speed Factor: 8
Proficiency Type: Halberd
Type: 2-handed
Requires: 14 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Monk
Beast Master"
Thought this might be a suggestion worth putting forward. It could be helpful. Then again, this may already be possible? I'm not sure.

So there.
Post edited by Boaster on

Comments

  • BoasterBoaster Member Posts: 622
    This is something I really think should be discussed, or possibly implemented. But I think a discussion should happen first.

    Any thoughts on this suggestion?
  • DeeDee Member Posts: 10,447
    I like the idea in principle, but what happens if you have a creature and an item with the same name? Do they both reference the same text file?

    Also, more of a clerical note than anything - two varying % chances for additional damage are not as interesting as one 50% chance for additional damage, with a save for half. Replace "33% for 1d3 fire, 66% for 1d3 fire" with "50% for 1d6 fire, save vs breath for half". :)
  • BoasterBoaster Member Posts: 622
    Each text file correlate with it's own item, or spell, or creature.
  • BoasterBoaster Member Posts: 622
    Also, more of a clerical note than anything - two varying % chances for additional damage are not as interesting as one 50% chance for additional damage, with a save for half. Replace "33% for 1d3 fire, 66% for 1d3 fire" with "50% for 1d6 fire, save vs breath for half". :)
    This isn't about the description, it's about the implementation of external text descriptions for the purposes of modding without having the mess of modifying the dialog.tlk file.

    But...

    33% 1d3 fire damage and 66% 1d3 fire damage could mean: no fire damage, 1d3 fire damage, or 2d3 fire damage.
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