Wizer13 Posted December 4, 2019 Posted December 4, 2019 Hi everyone, another (yet again) problem with the dialog.tlk. Once I try my mod, it now corrupts the dialog.tlk and messes all the entries of NPCs, items, and what not. Before it didn't do that, all entries were working fine up to @ 2035. I only add recently my other dialogues and item descriptions since they weren't showing with my previous attempts. So, in my file of .tra it goes from @ 2035 to @104385. It was easier for me since those were the # attributed by NearInfinity. --------------------------------------------------------------------------------------------------- @2032 = ~Factol Rhys of the Transcendant Order~ @2033 = ~Bariaur sedan chair~ @2034 = ~Bariaur sedan chair~ @2035 = ~Bariaur sedan chair~ @104385= ~Kamus weapon contraption~ --------------------------------------------------------------------------------------------------------- Could it be that the gap between those referenced lines messes up the dialog.tlk, or that the numbers given by NearInfinity provoked this issue, replacing strings I thought didn't exist? I tried uninstalling the game and reinstalling it, making sure no traces of the mod was left, and tried again, same result. So, do I have to change all references and make sure they follow @2035, @2036, etc? Or is there a way around this issue. Normally, I would think that if you reference in a script @# it would only go to the line referenced, not mess up the whole thing? Seriously, I'm being fed up by the whole exercice. Been working two years and a half, and still can't run my mod properly to test it. Quote
Angel Posted December 4, 2019 Posted December 4, 2019 The numbers in the tra file are just what the tp2 file uses to look translation strings up and have no effect whatsoever on dialog.tlk. Most likely the cause of your problem is elsewhere. Quote
Wizer13 Posted December 5, 2019 Author Posted December 5, 2019 That's what I thought. I'll verify if I accidently changed something in the coding then. Thank you @Angel ! Quote
Mike1072 Posted December 5, 2019 Posted December 5, 2019 Are you starting a new game when testing? Quote
Wizer13 Posted December 5, 2019 Author Posted December 5, 2019 Yes, always. But I think I forgot to delete the override so there's also this i'll check out to make sure. Thank you ! Quote
jastey Posted December 5, 2019 Posted December 5, 2019 11 hours ago, Wizer13 said: But I think I forgot to delete the override What do you mean by deleting the override? Might well be you reached a point where two pairs of eyes see more than one. If you'd link your mod package, we could take a better look. Quote
subtledoctor Posted December 5, 2019 Posted December 5, 2019 Yeah something else might be going on. From the questions on the other forum I think there might be a more fundamental issue with the code Quote
Wizer13 Posted December 5, 2019 Author Posted December 5, 2019 Well it's a big mod (about 5G) so I'll just link the .tp2 file and the .tra file. It's a campaign so I'll not be able to post it here. And I know I'll have several issues to correct afterwards, but at least I want to be able to run without constantly bugging. Thanks in advance. I'd really like to understand what I do wrong, but my I'm still learning by trial-error. Setup-FW.rar PPNPC.tra AR2600.baf Quote
Wizer13 Posted December 5, 2019 Author Posted December 5, 2019 (edited) Oh, and what I meant by deleting the override, it's the content of the override in the Baldur's gates folder after I uninstalled my mod. Edited December 5, 2019 by Wizer13 Quote
jastey Posted December 5, 2019 Posted December 5, 2019 It's hard to tell with only tp2 and tra. I don't see anything obvious wrong when looking at the files. EDIT: I'm not good at debugging by looking at tp2, as it seems. Using the tra line numbering like this is no problem, so that shouldn't be the source of your problem. I'd suggest starting with a completely new installed game, and after installing the mod install a new game and see whether the problem persists. Quote
kjeron Posted December 5, 2019 Posted December 5, 2019 According to that tp2, you're not setting strings on any of the items. Quote
Wizer13 Posted December 5, 2019 Author Posted December 5, 2019 Yup @kjeron, I edited all items with NearInfinity so all references are already with the right strings. But, you think this could provoke the issue? I added the strings to the .tra because the strings were reported invalid in previous attempts. But after integrating them now it messes all the dialog.tlk. So maybe that's the issue... *sigh* Should have kept the old coding with COPY~~ ~~Override\~ SAY~~ Ill retype the items in their old way and test it out. Thx! Quote
subtledoctor Posted December 5, 2019 Posted December 5, 2019 If all of those items have strings that are contained in the vanilla game (I doubt that - why add new items in that case?), and the mod can never be installed on any other games (i.e. it’s a mod for BG2EE only, and cannot be installed on BGT/BGEE/SoD/IWDEE) then that might work. But if you *added* any strings via NI then they will not be portable - you will lose them every time you reinstall the mod. Quote
Wizer13 Posted December 5, 2019 Author Posted December 5, 2019 This is what i learned recently and why i added the strings to the .tra @subtledoctor. Its a mod only used for BGEE. But at first i wanted to implement this campaign in BG2EE (but couldnt resolve the part where it would take the slot of SoD, as suggested by K4thos) so some items came from that game. Would that cause issues also if transferred into BGEE? If so I might have some problems then, although most items are without uses, only for storyline purpose only. Quote
subtledoctor Posted December 6, 2019 Posted December 6, 2019 Yeah - each game has its own different .tlk references, sometimes they are different refs for the same string. Rule of thumb is, if adding new items or transferring items from one game to another, using Weidu’s SAY etc. is fairly mandatory. Quote
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