dialog.tlk question
rw1954
Member Posts: 24
I'm using DLTCEP to edit the dialog files, and it works fine, but I'm having a hard time finding certain pieces of dialog due to the cryptic nature of the file names. On the first level of Irenicus's dungeon, for example, I can't locate the files for Malaaq (the djinn in the flask), the three dryads (Ulene, Cania and Elyme) or the Tortured Ones (creatures in tanks, like Rielev). Does anyone know a way to locate these files, other than reading through hundreds of dialog trees?
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Okay, now with that out of the way, be sure you create a hard-link with your dialog.tlk to your game directory (the folder with the chitin.key). Refer to this thread: https://forums.beamdog.com/discussion/6950/player-how-to-getting-mods-to-work-on-bgee/p1
If you create a hard-link and refresh the dialog in DLTCEP, you might have slightly better luck finding the specific string you're looking for. I hope this helps.
Thanks also to Abdel_Adrian. I appreciate the advice, but I just started learning how to use DLTCEP, and I really don't want to open a new can of worms right now. I will look into it though. Thanks.
The other thing is, WeiDU is much more "friendly". If you use DLTCEP or NearInfinity to edit the dialog.tlk file, then you're only editing the dialog entries on your system. If you publish your mod assuming, for instance, that dialog.tlk entry #35000 is available...well, there's no guarantee that another mod isn't already using that entry. WeiDU appends to the dialog.tlk and tells the game files which entries belong to what, which means you don't have to worry about which entries are available or not. I advise looking into WeiDU and the use of .tra files.
I hardly claim to be an expert at the use of WeiDU, but I have managed to release an alpha of a mod already. So, I'd say I know at least a bit about the dangers of what I speak of.
Btw, WeiDU can corrupt the dialog.tlk as easily as all the other resource editors if you're not careful. It's the modders' responsibility to make sure that their mods are free of (the more serious) bugs. I would still advice to use WeiDU for manipulating the dialog.tlk.
To repeat my last question, is it possible to access the pdialog.2da and interdia.2da files using DLTCEP? If so, how do I get the program to open those files? Thanks.
Regarding DLTCEP: The 2DA files don't seem to have the information I was looking for. So far the only problem I'm having is finding all the dialog. Using the creature search command has helped a lot, but there are still certain top lines that I just can't find. Examples:
Jaheira: This place is not a friendly one...
(she says this unprompted after Brus leads the party to the Copper Coronet)
Anomen: These pathetic skirmishes...
(he says this unprompted seemingly at random)
Regarding NI and Weidu: Assuming I can find older versions of these programs, how can I tell which version will work best on my computer? Are there guidelines? Should I just use the oldest one available?
The best NI & WeiDU versions to use for original BG are the last versions released before BGEE. The change logs will make it clear which version first worked on BGEE, grab the version before that. But it's also not a bad idea to buy BGEE on a sale so you have more mod capability.
Again, the only real problem I'm having with DLTCEP is locating certain dialog files. The cryptic naming system is quite frustrating, and even with the creature search command there are some lines of dialog that I just can't find. Is there any way to solve this file ID problem?
PS - If anyone knows (or can find) the location of the top level actor lines that I mentioned in my last post, could you please tell me? I've wasted a lot of time trying to locate them, and I'd appreciate the assist.
Usually you can check the Java version with the software it added to the control panel.
WeiDU is not something you install. You just extract the archive content and use weidu.exe from the command line after copying it in the game folder. WeiDU is very efficient for dialog handling. For instance, a simple command would extract any dialog you want to check under a specific text format with .d extension. For instance, to extract Aerie's meeting dialog: There is a learning curve to understand the "language" used to build a dialog, but it's not complicated when you extract existing files.
Interjections from the group characters reacting to someone else line are found in xxxxJ.dlg file, xxxx being the name of the group character in a somehow shortened form. To find the exact name, open pdialog.2da file. It lists the file names for dialogs associated to characters that can join the group.