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Alonso

Member Since 09 May 2019
Offline Last Active Today, 07:07 AM

Posts I've Made

In Topic: Writing dialogue in .d for REAL beginners

Today, 05:18 AM

I wanted to use this tutorial to learn some basics of IE modding, but this is a very complex topic (not for beginners in my opinion) and it's taking us a lot of  effort to clarify the concepts discussed here. I have a lot of mod ideas, but I don't think that these concepts are helpful for the kind of mods I want to create. So I think it's better to leave this area for now and focus on learning the concepts that are relevant for my mod ideas. Maybe I can come back to this tutorial when I have more experience with modding.

 

Thank you again for all your answers and clarifications.


In Topic: Help with first mod ideas

Yesterday, 08:13 AM

That sounds great, Gwendolyne. Take your time.


In Topic: Help with first mod ideas

18 May 2019 - 07:23 PM

Thank you, that worked. We're getting closer! :)

 

I have already edited thirteen spell descriptions, and I'm starting to realize that this is an awful lot of work. Eventually I'm gonna edit hundreds of descriptions, so I think it would save me a lot of time if I could export all those descriptions and their file names (SPIN943.spl and the like) to a big text file and work directly with that text file, instead of having to find and copy the spell descriptions and their file names one by one in NearInfinity. I have tried a couple of ideas in this sense, but none has helped:

 

- I tried the Mass export tool in NearInfinity, but it just exports a few thousand spl files in binary format. I guess the references to the dialog.tlk strings must be there somewhere, but I don't know how to find them (or even if they would be useful if I did).

 

- I had a look at the dialog.tlk file, and yes, the spell descriptions are there in plain text, which is nice. They are tangled in funny ways with other strings, but that shouldn't be a problem, I can untangle them. The problem is that I don't have a mapping of these descriptions to their file names (like SPIN943.spl), and without that mapping the descriptions are useless to me. I could still edit the dialog.tlk file directly, but you told me at the beginning of this thread that doing so is "frowned upon" because it is "destructive compatibility-wise", so that's a no-no.

 

So I'm wondering if there might be any way of exporting the text of the spell descriptions linked to their file names.


In Topic: Help with first mod ideas

17 May 2019 - 04:55 PM

Thank you, jastey, don't know how that mistake crept in.

 

For the spell Protection from evil, 10’ radius I want to change the name of the spell, because it's actually a 15' radius. Will changing the name have any negative impact in the rest of the game? If not, what is the field name for the spell name?


In Topic: Help with first mod ideas

17 May 2019 - 10:39 AM

I tried that, but I still have the same problem. Anything else I might be missing? I attach the updated mod.