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Shaughn78
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Profile: Shaughn78NWN
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Joined: 06 Feb 2004
Posted: Thursday, 08 November 2007 05:50PM
I have found multiple post about creating custom load hints but I am unable to find where to put everything to get them to work. I am using a campaign. In the campaign folder I have created two folders 2da and tlk. In the 2da I have a modified nwn2_tips.2da starting with number 16777216. In the tlk folder I have my custom load hints called risenhero01.tlk, it starts with entry 0.
The issue I am running into is setting the custom tlk file in the module.
In the module properties for custom tlk I typed
c:\Documents and Settings\-username-\My Documents\Neverwinter Nights 2\Campaigns\Risen Hero\tlk\risenhero.tlk
My issue is if anyone downloads my campaign thier directories are going to be different than mine and NWN2 will not be able to locate the tlk file.
Also when I did this when and tested it the module load screen froze.
I am fairly new at this and have been learning or making it up as I go so any suggestions and corrections anyone has would be great.
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ryam_baco
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Profile: ryam_bacoNWN
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Joined: 04 Jul 2002
From: Austria
Posted: Friday, 09 November 2007 02:27PM
i have to admit that i have no experience with creating campaigns, but in "a corpse, a vote" i placed my custom tlk-file into the tlk-directory of nwn 2. i'm not entirely sure if this is necessary for campaigns, though.

another possibility why it won't work: did you put the name of your tlk-file into the module properties (tlk-entry)?
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Shaughn78
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Profile: Shaughn78NWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 06 Feb 2004
Posted: Friday, 09 November 2007 03:39PM
I have been using you module for a guide on trying to get this done. I think that I have it mostly figure out. Reading through the forum I found that I think I need to have the tlk file in two places. In NWN2 tlk folder in the mydocuments folder then in the NWN2 folder in the cprogram files. I have the tlk file in the module properties. It seems to be working now. I am just having some problems now with the 2da. It works if I place it in the override but not if I place it in the campaign folder. So that is where I am at now, I have another post in this forum just trying to figure out where to put all the custom stuff that I have made.
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Shaughn78
Game Owner
Profile: Shaughn78NWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 06 Feb 2004
Posted: Saturday, 10 November 2007 12:23PM
The tlk files seems to be almost working. With the file in the 2 places. The probelm that I am having now is when the game loads from the main menu (new campaign or load game) the hint is either a class or race "Wizard" or "Dwarf".
Does anyone know what is happening?
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Gallaen Frost
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Mass Effect PC


Joined: 21 Jun 2002
Posted: Wednesday, 14 November 2007 06:06PM
Quote: Posted 11/10/07 12:23 (GMT) by Shaughn78

The tlk files seems to be almost working. With the file in the 2 places. The probelm that I am having now is when the game loads from the main menu (new campaign or load game) the hint is either a class or race "Wizard" or "Dwarf".
Does anyone know what is happening?

Did you add the custom TLK to your mod in module properties?
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Shaughn78
Game Owner
Profile: Shaughn78NWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 06 Feb 2004
Posted: Wednesday, 14 November 2007 06:52PM
I have the custom tlk file in the module properites. In the game the load hints work fine. When the game laods as a new campaign or from a saved game the first load hint is either a race or class then the rest work fine.
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weby
Moderator

Joined: 07 Jul 2002
From: Cerea Island
Posted: Wednesday, 14 November 2007 11:21PM
Module things are loaded on the client very late in the process. Thus there is nothing you can really do about that issue as such.

If it disturbs a lot you could make all the numbers you use be "meaningfull hints" in the default tlk (the number you give - 2^24) Thus if your custom hint is at +2^24 from a generic hint that is appropriate, then in game the thing will show your custom hint and in load the generic one.
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Shaughn78
Game Owner
Profile: Shaughn78NWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ


Joined: 06 Feb 2004
Posted: Thursday, 15 November 2007 12:22PM
Thanks for the answer. I was tring to make sure that I had everything done right. And for now I can live with see 'dwarf' and 'ranger' on load of the campaign.
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WhoIsEvilTurnip
Game Owner
Profile: WhoIsEvilTurnipNWN 2


Joined: 17 Jul 2002
Posted: Friday, 23 November 2007 03:30AM
I figured this out a day or two ago. There didn't seem to be anywhere it was actually written plainly.

First make a custom TLK. It should start with StrRef numbers 0, 1, 2, etc. (This seems to be different from what you did - I know this method worked for me, though). Make it as long as you like with custom strings in each one.

Next, either make a new nwn2_tips.2da from scratch or copy the default one. If you copy the default one, go ahead and delete all of the lines except the first one.

I don't know why the nwn2_tips.2da has two "Row No." columns, but it works. Change the String for row 0 to reference 16777216, and set row 1 to reference 16777217, and so on, for as many random tips as you want.

Stick your custom TLK in your main NWN2 directory, the same one that the dialog.tlk is in.

You can put the nwn2_tips.2da in a custom hak if you like. I used TlkEdit to make my hak and put it in the My Documents\Neverwinter Nights 2\hak directory. Then go ahead and open your module in the toolset, and in the module properties, add your custom hak, and set your custom tlk as the one this module uses. Save the module, and try it out. When changing areas, your custom tips will appear! For some reason, when you are entering the module for the first time, the default tips show, but every area change after that brings up a custom tip from the custom tlk file.

Hope this helps. I looked for a long time for straightforward instructions for noobs on this subject before using trial and error to get it to work.
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