If I have about 100-200 files to APPEND (.d, .bcs and so on), how would I list all of them in .tp2 manually? It will probably take a few days of typing.
You get good with cut and paste.
And, yes, as Elhoe has already proposed, the best way of using WeiDU for small modules is to do everything on your computer automatically using TLK Editor-IDU, Mass Convertor and NI, and then automatically convert all .dlg to .d
Gah! Absolutely not!
You do not get the benefits of using WeiDU for dialogue through this method. Any changes you made to an existing state with, say, EXTEND_BOTTOM would be lost in the shuffle, you'd have to break it out completely manually and ruin the point. Then you'd have to erase everything out of the .d that exists in standard SOA and make everything that remained an APPEND line... and once again, you're basically doing the work twice, and you're thinking that it's too much work, and there's a reason for that.
As I tried to explain to Elhoe, you guys are both thinking about using WeiDU for old-style (.tlk/override or IAP) distribution, and that is a waste of its abilities and a waste of your time.
You can perform REPLACE_TEXTUALLY on an IDS file, same as on a 2DA.Frequently I replace animations in my modules with custom animations, how is it possible to change the corresponding .ids files with commands of WeiDU?
Here's how it works for a 2DA: In this case, we're replacing Kelsey's entry in PDIALOG because we didn't really remember we'd be doing a Kelsey-TOB, so we need to fix that:
COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
REPLACE_TEXTUALLY ~J#Kelsey J#KlsyP J#KlsyJ J#KlsyD IDIOTP IDIOTP *** ***~
~J#Kelsey J#KlsyP J#KlsyJ J#KlsyD J#Kls25P J#Kls25J J#Kls25D J#Klsy25~
(COPY_EXISTING is how you get WeiDU to do .tp2 patching on a file that you know is already in the game.)
So you'd COPY_EXISTING ~blah.ids~ ~override/blah.ids~
REPLACE_TEXTUALLY ~line that's in the core IDS~ ~line you want it to be~
And what's about .are modifications, if they include new actors, triggers described by new strings? I didn't find out how new .are files do appear in .tp2?
1. Look at Weimer's Ritual.
2. Ask Cuv on the RtW board.
Eventually, I've found in Tashia's .tp2 a long list of custom strings to install. Why its has been done instead of adding them to the corresponding dialogues?
You're probably thinking of the way he patches strings into his CRE, and then into the .bcs that corrects Tashia's CRE strings if they ever get corrupted. By using REPLACE in a .tp2, you can get the actual strref into a .bcs, which is very very useful.
And what's going after making .tp2? How does renaimng WeiDU.exe connect to .tp2?
You can run a .tp2 in one of two different ways:
You can do
weidu mymod.tp2 --out override --tlkout dialog.tlk
(plus any other options you may need to invoke)
OR, you can rename WeiDU to setup-xxxx.exe. When you do that, WeiDU will automatically look for a .tp2 called either "xxxx.tp2" or "setup-xxxx.tp2", run it, and will automatically assume --out override and --tlkout dialog.tlk.