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TSL Patcher-inspired tool for NWNEE?

Dark_AnsemDark_Ansem Member Posts: 992
edited January 2018 in Tools & Plugin Developers
So, back from my days of modding KOTOR2 by Obsidian, a genius modder name Stoffe made this godsend utility for modding the game: the TSL patcher.

https://www.nexusmods.com/kotor/mods/2

I was wondering if something similar could be done for NWNEE, since the file types are the same.

Especially useful functionalities would include:
  • Add new entries to the dialog.tlk file, so you won't have to distribute the whole 10 MB file with a mod, and make it compatible with other mods adding new entries.
  • Modify and add new lines and columns to 2DA files that might already exist in the user's override folder, allowing different mods to modify the same 2DA file with less risk of causing incompatibility.
  • Modify values in fields and add new fields to GFF format files that might already exist in the user's override folder or inside ERF/RIM archives. Again to reduce incompatibility when different mods need to do things to the same file.
  • Dynamically assign StrRefs from your new dialog.tlk entries to 2DA, GFF, NSS and SSF format files, allowing you to use your new TLK entries regardless of which StrRef indexes they were added as, through the use of token references. (E.g. add the correct StrRef values to the "name" and "desc" column in spells.2da if you add a new force power.)
  • Dynamically assign values from 2DA and GFF files to cells and fields in other 2DA, GFF and NSS files, such as the line numbers from newly added rows in a 2DA file or the field path label of a newly added field. This can be used to link together files that reference eachother dynamically, regardless of where in the files your additions end up. E.g. linking new heads.2da --> appearance.2da --> portrait.2da lines together to add a new player appearance. Or linking a new appearance.2da line for an NPC to the "Appearance_Type" field in their UTC template, just to mention a couple of potential uses.
  • Insert StrRef or 2DA/GFF token values into scripts and recompile those scripts automatically with the correct values. (E.g. adding new spells with an impact script that needs to know which lines in spells.2da the new powers are defined at.)
  • Dynamically modify SSF (Soundset) files to point to new entries you have added to dialog.tlk.
  • Automatically put other files that does not need to be modified into the correct folder within your game folder (e.g. "Override", "Modules"), or inside ERF format archive files existing in any of those folders.
  • Insert modified GFF files into a RIM or ERF format file (ERF, MOD, SAV etc), found in the game folder or any of its sub-folders, or modify existing files already found in that destination file. Recompiled NCS script files can also be inserted into RIM and ERF format files (but only overwrite, not modify existing scripts with the same name).
  • Make unaltered backup copies of any files it modifies or overwrites, making it a little easier to uninstall a mod again.
  • Provide the user with different installation alternatives which may be chosen at installation time.
  • Display a ReadMe, instruction text or agreement with basic font and text formatting support (using the Rich Text Format) to the user prior to installation
Unless BD plans to release official tools that actually include the above functionalities. @TrentOster @JuliusBorisov any insight about that?

Comments

  • TarotRedhandTarotRedhand Member Posts: 1,481
    edited February 2018
    If I remember correctly weren't 2da files compiled in the kotor games? Which is why this obviously fondly remembered tool needed to be created in the first place. NwN on the other hand has plain text 2da files meaning they are a doddle to edit with any plain text editor (but not notepad unless you have no alternative).

    TR
  • Dark_AnsemDark_Ansem Member Posts: 992

    If I remember correctly weren't 2da files compiled in the kotor games? Which is why this obviously fondly remembered tool needed to be created in the first place. NwN on the other hand has plain text 2da files meaning they are a doddle to edit with any plain text editor (but not notepad unless you have no alternative).

    TR

    The purpose of the tool is to ensure compatibility between multiple 2das - basically, if two hak paks edit ambientmusic.2da
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