It doesn't work that way.
.Tlk files are for custom content. Modules are not custom content. Modules
use custom content,
sometimes. Custom content
uses a .tlk
sometimes.
Custom content = stuff you put in haks, 2das, overrides, .tlk tables, that sort of thing. Custom classes, spells, art resources (models, tilesets, weapons, clothing). Only things that require modifications/additions to
game engine text make use of a custom talk table (like custom classes, custom spells, modifications to the toolset menus, that sort of thing). Custom content is made
outside of the game, with programs like 3D-Studio-Max, Adobe Photoshop and Textpad, and then imported into the game via proprietary formats like .2da and .mdl formats, which are packaged into hakpacks via the NWHak.exe utility in your /Util directory, and finally uploaded to the NWVault, downloaded, and finally stored in your /Hak directory so that module-builders/players like you can use them if they want.
Modules = The campaigns, worlds and stories you build in the toolset. Each "game" or "adventure" in NWN is actually a module. Each chapter of the original campaigns that shipped with the game and its expansions are modules. Modules
use custom content, sometimes, if the builder wants to, but they
are not custom content themselves. Modules are made
inside of the game, via the provided toolset, and they can take advantage of custom content like art resources and stuff, which is what the CEP is, just art resources (no gameplay changes like new classes or spells). With the toolset you can create creatures, gear, areas, you can script encounters and rules and almost anything else using NWScript (NWN's proprietary object-based programming language, it's pretty much identical to C++), and with custom content you can increase the amount of art resources or whatever else you have to work with.
If you have questions about modules and the toolset, you'll want to go to the Builder or Scripting forums, depending on what your question pertains to.
The module you linked to utilizes the CEP. You just need to put the module in your /modules directory (And remember to unpack the .mod file itself, putting the compressed .zip or .rar file you downloaded in there won't do a damn thing), and make sure that the CEP is installed like we told you to do, and it should run fine. That's all.
Modifié par Eradrain, 20 novembre 2010 - 01:47 .