v2.3.0
- Fixed bug where undoing an add of a reply to a reply or an entry to an
entry would not undo the creation of the implied entry or reply. Thanks to Dashus for this.
- Fixed bug where Edit: Delete All Orphans was not enabled right after a File: Open command (again, thanks Dashus)
- Animations can now be added without having to select from the list. They can be typed by number by right-clicking the Animation List and using the context menu. (For Pavlos)
Animations can now be added without having to select from the list. They can be typed by number by right-clicking the Animation List and using the context menu. (For Pavlos)
Merci beaucoup :).
Apologies in advance for being such a noob at this.
How do I use DLGEditor 2.30 to change words in a dialog entry? I want to change reply 144 and reply 145 in baodur.dlg to use the word Sentinel instead of Guardian. Unfortunately it doesn't seem like I can do that in DLGEditor itself.
I downloaded DLGEdit from pcgamemods but it crashes as soon I try to go to the replies list. I'm thinking maybe DLGEdit doesn't work with TSL .dlg files?
I can make the changes I need in KT but when I save the file it creates a bunch of orphaned entries.
How do I use DLGEditor 2.30 to change words in a dialog entry?
I downloaded DLGEdit from pcgamemods but it crashes as soon I try to go to the replies list. I'm thinking maybe DLGEdit doesn't work with TSL .dlg files? I can make the changes I need in KT but when I save the file it creates a bunch of orphaned entries.
Never edit standard TSL DLG files with KotorTool, it will mutilate them by stripping out 75% of the data fields on all Entries and Replies that were added to the format for TSL. All script parameters will be lost, along with secondary Conditional and Action scripts, among other things. You will notice that the file size of the DLG file drops significantly if you re-save it in KT. KotorTool's dialog editor only works with KotOR1 DLG files.
As for the DLG Editor, it works to edit TSL dialogs with. To modify the text of a standard game reply, click the node in the treeview to load it into the lower panel. Then copy the existing text in the textbox, change the StrRef field above it to -1, paste the text back into the box and make your change. This makes it use an ExoLocString in the DLG file to store your modified text instead of fetching it from the dialog.tlk file like it does with standard game text.
(Keep in mind that the side effect of this is that your modified reply will not show up properly in non-English language versions of the game. You can add text for all the locales to the ExoLocString if you want, but unless you happen to know all those languages or have a dialog.tlk from each to copy/paste from that reply would be in english all of a sudden in the dialog. Though most people don't seem to bother with localizing their mods and are satisfied with making them work with the game with the English language setting.)
I downloaded DLGEdit from pcgamemods but it crashes as soon I try to go to the replies list. I'm thinking maybe DLGEdit doesn't work with TSL .dlg files?
This utility was the "ancestor" of DLGeditor so no, it doesn't work with TSL files. It lacks a bunch of useful features too. The latest versions of tk102's tools can only be found at swk.com. For the rest, Stoffe said it all :)
I'm having the same problem that Wrongo had. I am editing on a computer that doesn't have either game installed. When I start DLGEditor nothing happens. My working cursor comes up for about 2 seconds and stops. No screens or pop-ups or anything. I checked my computer for dlgeditor.ini file and found it nowhere. Is there anything I can do to get this to work.
EDIT: Nevermind, I got it to work by creating the dlgeditor.ini file from scratch using the instructions from Darth333 above. Thanks a lot!!
Anyone know how to make a certain entry fade to black at the end?
Anyone know how to make a certain entry fade to black at the end?
You'll need to attach a script to the branch using the SetGlobalFadeOut function. If you're planning on resuming the conversation, the following might work:
void main() {
ActionPauseConversation();
SetGlobalFadeOut(1.0, 3.0);
DelayCommand(4.0,SetGlobalFadeIn(2.0,2.0));
DelayCommand(8.0,ActionResumeConversation());
}
You can play with numbers in that script to get the timing to your liking.
sup minion lol jking...........ok im new to the mod stuff and dialoge items but haveem downloaded....but i have 3 files all made by differ editors and 1 is bastila and revan kissing(visable) and 2 is bastila says she'll b ur lover if u go to the darkside, will those b deleted together cuz i wanted a perfect romance thing with my pc and bastila
and the 3rd is bastila darkside reskin will that also conflict with the game or no
sup minion lol jking...........ok im new to the mod stuff and dialoge items but haveem downloaded....but i have 3 files all made by differ editors and 1 is bastila and revan kissing(visable) and 2 is bastila says she'll b ur lover if u go to the darkside, will those b deleted together cuz i wanted a perfect romance thing with my pc and bastila
and the 3rd is bastila darkside reskin will that also conflict with the game or no
I can't understand your questions. Could your ask them again and make mention of what problems you are having with DLGEditor? :) Please also check the dlgeditor_readme.txt and also this recent DLGEditor tutorial thread (
http://www.lucasforums.com/showthread.php?p=2351132#post2351132) written by Pavlos.
ok my question is how do i use the dialoge editor to make my mods go together without deleting themselves in conflict
Ah ok. You'll have become fairly versed with how dialog trees work particularly the ones you're trying to merge. Then you'll need to decide how you imagine the new dialog tree to branch. At the node you want to branch from, you'll place a conditional script. Please consult the sources I mentioned for more details. :)
Do you require anything special to run the dialog editor? Because I've been trying all day to get it up and running, but to no avail.
Does anyone have a list of the integers that the "FadeType" function supports and what those integers do?
While I'm asking questions... I don't suppose anyone knows what the "WaitFlags" field is for...
Does anyone have a list of the integers that the "FadeType" function supports and what those integers do?
While I'm asking questions... I don't suppose anyone knows what the "WaitFlags" field is for...FadeType:
3: make a fade in
4: make a fade out
By itself this isn't useful since the fade won't last long. You also need the fields FadeLength, FadeDelay and FadeColor fields. FadeColor is optional. If it isn't present then the game will do the standard black fade out/fade in. You can't add these fields with DLGEditor, so you'll have to do that with KGff. FadeLength and FadeDelay are of type FLOAT, FadeColor is a VECTOR.
WaitFlags:
1 - Delay node until animated camera is finished.
4 - Wait for DLG animation to finish (should not be done with a looping animation :D )
I don't know if other values for these fields do something.
I see, I've always just scripted fades, KT is more user friendly than KGff. Also, I've seen WaitFlags set to 8 and 10 before, any idea what those values are doing?
I see, I've always just scripted fades, KT is more user friendly than KGff. Also, I've seen WaitFlags set to 8 and 10 before, any idea what those values are doing?No idea. Do you remember in which files those values were used?
I came across those values in attwarn.dlg in 306NAR_dlg.erf
lol I wander why... I 've used those values to simulate a few hours or so. Like in K1 with the slaves at Davik's Estate the fading is handled with wait and fade flags. Wait flags can be used if you want the dlg line to wait before going on to the next one.
I came across those values in attwarn.dlg in 306NAR_dlg.erfI don't think WaitFlags 8 or 10 do anything in that cutscene. The game goes thorugh the nodes without a noticable delay. After removing the WaitFlags the cutscene played the same as before.
ok I'm having truoble getting dustil.dlg to play the new voicovers. I followed the tut by tk102 but i'm still stuck.
I don't think WaitFlags 8 or 10 do anything in that cutscene. The game goes thorugh the nodes without a noticable delay. After removing the WaitFlags the cutscene played the same as before.
I didn't notice a change either but well they were there... I thought someone must have put them there for a reason. Silly me...
Actually having 8 as a waitflag will do something. I changed the delay from 4 to -1 but left 8 as the waitflag and it just skipped the scene. I didn't investigate further so I'm not sure if having anything in the waitflag field with -1 in the delay field will always produce this or if 8 actually corresponds to a function. Just thought I'd mention it.
Actually having 8 as a waitflag will do something. I changed the delay from 4 to -1 but left 8 as the waitflag and it just skipped the scene. I didn't investigate further so I'm not sure if having anything in the waitflag field with -1 in the delay field will always produce this or if 8 actually corresponds to a function. Just thought I'd mention it.That didn't change anything in my game. I don't think OE have ever used a delay of -1 in a node that also had WaitFlags. Most of the time it was 0. If -1 can cause problems that would explain it. :)
Oh right... My mistake. :-)
Yeah so I have no clue how to operate the editor? I look for the dialog.tlk and its there, but when i try to open it through the editor it doesnt show up...It does show in the lower left pane, but I dont know how to open it so as to edit dialogue and such.
Never had any problems with the editor before, but today I open it up and get this error message:
http://i243.photobucket.com/albums/ff140/JCarter426/Misc/error.jpg)
Help? Please?
Can you try running as administrator?
Have to, with Vista. ;) Still the same error message. Also tried redownloading.
And as far as I can tell, there's nothing wrong with the file in question.
Go to that AppData\Local\Temp folder and delete any folders that start with "pdk-"
That will force any Perl application to unpack itself over again. Maybe the previously unpacked .dll got corrupted.
Ah, that did it. Thanks! :D
Yep! I've almost got the same error message (with Windows XP though, and I am running as administrator), and I tried to delete any "pdk-" folder from C:\, but everytime I execute DLGEditor, new ones appear and the program keeps failing... Any ideas to get rid of that bug?
Thanks in advance.
I've uploaded v2.3.2 to my website
http://mods.starwarsknights.com/tk102)
See if it helps you at all. I changed the order of some declarations to prevent crashes in some (rare) cases and it's been recompiled w/ PerlApp 7.2.
I've uploaded v2.3.2 to my website
http://mods.starwarsknights.com/tk102)
See if it helps you at all. I changed the order of some declarations to prevent crashes in some (rare) cases and it's been recompiled w/ PerlApp 7.2.
Yea; It actually opened for me. *huggles tk102, then gives tk a full plate of his delicious brownies* Now, I can actually do dialog files (hopefully) without crashing. I'll have to fix my Hanharr into Jedi mod, then.
I can't thank you enough for this version.
That's great Ferc Kast, I know DLGEditor has been uncooperative for you for a long time. :)
The new version did the trick :] Thanks a lot tk.
Hi everybody i got a little trouble with my first mod, i post the problem in here (
http://www.lucasforums.com/showthread.php?t=193831), but nobody has ansewer it.
I'm creating various soldier npc and they're supposed to say just an entry but only one of them is working properly. The other five just show a blank line with no text in it. I don't know what i'm doing wrong cause i used the same procces to create the six dlg files so i can't explain what is happening. Why only one of my npc is displaying the dialogues and the others don't?
I'm using the same template for the six npc's but with different appearance for each one, of curse saving them with different utc names. The only doubt i have is if i have to change the field tag for each new npc, or can i use the same tag for all the six.
Hi everybody i got a little trouble with my first mod, i post the problem in here (
http://www.lucasforums.com/showthread.php?t=193831), but nobody has ansewer it.
I'm creating various soldier npc and they're supposed to say just an entry but only one of them is working properly. The other five just show a blank line with no text in it. I don't know what i'm doing wrong cause i used the same procces to create the six dlg files so i can't explain what is happening. Why only one of my npc is displaying the dialogues and the others don't?
I'm using the same template for the six npc's but with different appearance for each one, of curse saving them with different utc names. The only doubt i have is if i have to change the field tag for each new npc, or can i use the same tag for all the six.
If I understand your problem correctly, then there should be a field in the DLGEditor that lets you put the Speaker's name (or rather, the tag/resref of his utc file). See if that works.
Right before i destroy my monitor i've discover what was wrong. The problem was that my game is an international version so my dialogue must be saved in the language of the game, in my case spanish. It was a dumb problem but i spend all last night trying to figuered out.
Thanks for the reply Trigger, and sorry about my english but it's not my natal language.
Hi guys.
Recently I install TSL RCM and some restore mod's to clear KotorTSL.
But I have small problem. Some dialogues should be translate in dlg files as i understand. Not only in dialog.tlk.
But DLG editor does not support russian language. And it's not possible to translate all game with RCM.
Could someone help Ru community and rebuild tool with Ru lang support.
Please))
Sorry for my bad english)
I try to modify src.
And take a problem with compilation modified file.
Where i can download some perl modules to compilate Ru version of tool?
Especially
Bioware::GFF 0.65
Bioware::TLK 0.02
how do i connect the dialogue with my module files? ive named the them same thing as the npcs and but the speaker name as the npc's name aswell. wat am i doing wrong?
Hey i need some help using this.
Couple of questions.
1. How do I put a script in to fire when a certian dialog node is used?
2. How do I put a voice over into my dialog? (You know so you have an actual voice speaking)
3. How can I use the animations in the editor?
Well that is it thanks.
Hey Harark!
1. Script insertion is easy! There are literally available fields on any node of dialog that are labeled for scripting, ie: Script that fires when conversation ends, script that fires if conversation aborts - these two are on the root node of your convo. After that each node has a Script that determines availability and a Script that fires when spoken field.
Into these fields, if you have made your nwscript, you would enter the name of your script minus the suffix ( no .ncs ) and that should be about it. Then test your dialog and scripts :)
2. This is more complicated, essentially you need to record the VO in the correct format, and then follow a very specific naming convention. You will then need to extract .lip files and apply some lipsync to your speakers. There is a tut made just for this question... I suggest you search for it :p
3. The basic animations of speaking, or combat animations? For stuff like laughing while speaking, shaking your fist, gesturing... that is all done with the DLGEditor. In the lower section of the editor, slightly on the right-hand side, are two boxes, labeled Current Animations (should be empty) and Available Animations. Drag from one box into the other, and that should be about it.
If you want more complex animations, you will need to script an in-game action sequence... you can see something along these lines explained in this thread (
http://www.lucasforums.com/showthread.php?t=165243).
Hope this points you in the right directions!
Hey Harark!
1. Script insertion is easy! There are literally available fields on any node of dialog that are labeled for scripting, ie: Script that fires when conversation ends, script that fires if conversation aborts - these two are on the root node of your convo. After that each node has a Script that determines availability and a Script that fires when spoken field.
Into these fields, if you have made your nwscript, you would enter the name of your script minus the suffix ( no .ncs ) and that should be about it. Then test your dialog and scripts :)
Um still confused. Where is the a script that fires when spoken field? What do you mean by script that "determines availbility"?
uh just ignore my last post I had been forgeting to compile my scripts. Hey i'm new to this, it happens right?
^^ I feel like the chick in the Progressive insurance commercials....
"It happens all the time!!!" :lol:
Yeah, veterans do it too.... :carms: