Author Topic: Possible to override default .tlk in specific module?  (Read 845 times)

Legacy_Black One

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Possible to override default .tlk in specific module?
« on: September 10, 2010, 03:16:02 pm »


               Hi all. 

As we all know, SpellResist() function is a hardcoded one, so I want to change strings in tlk to modify its feedback.
And the problem is, I was making a module of another language, while my game is English and I want to use both version of tlk with out replace file again and again.
I wonder if it is possible to make your own tlk without replacing the original one. If so, how to do it? Putting .tlk in my tlk directory and choose it as my custom tlk won't work. Must I replace it?

Thanks. 
               
               

               
            

Legacy_B_Harrison

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Possible to override default .tlk in specific module?
« Reply #1 on: September 10, 2010, 03:57:39 pm »


               In this thread on the NWNX forums (2nd post), someone mentioned a modified executable that looks for the dialog.tlk in the directory (ServerName)/dialog.tlk rather than the NWN root, and also mentioned releasing it.

Other than that, the only way I know is to edit the default file and be very careful about how you distribute/install it.
               
               

               


                     Modifié par B_Harrison, 10 septembre 2010 - 02:59 .
                     
                  


            

Legacy_Black One

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Possible to override default .tlk in specific module?
« Reply #2 on: September 11, 2010, 11:37:02 am »


               Thanks, so it seems there's no solution right now.