DarthRevan101 104 Posted November 27, 2016 Referring to unk41_carth.dlg. There appears to be two separate dialogue files with that name: the one that triggers when you crash on the unknown world in the Ebon Hawk and the one when you return to your party from the temple with/without Bastila. So when I edit one and put it in my Override, it causes the other instance to not work properly. Is there a way around this or have I made some kind of mistake? I had a similar issue with lev40_carth.dlg - the dialogue that occurs just before the Leviathan triggered after defeating Malak in the hangar. Quote Share this post Link to post Share on other sites
sEcOnDbOuToFiNsAnItY 60 Posted November 27, 2016 Referring to unk41_carth.dlg. There appears to be two separate dialogue files with that name: the one that triggers when you crash on the unknown world in the Ebon Hawk and the one when you return to your party from the temple with/without Bastila. So when I edit one and put it in my Override, it causes the other instance to not work properly. Is there a way around this or have I made some kind of mistake? I had a similar issue with lev40_carth.dlg - the dialogue that occurs just before the Leviathan triggered after defeating Malak in the hangar. Ah, yes, this happens sometimes because most of the game files are stored in their respective modules. TSLPatcher can be used to make the suitable modifications to a module (i.e. replacing a file in the module). But I'm not sure how to get TSLPatcher to do it - I usually just adapt the TSLPatchdata file from Kotor 2's NPC Overhaul mod - which, incidentally, I have edited to my personal taste quite extensively due to how modular it is and I just wish the k1 version had the same installation setup. You'll definitely need to know the names of the modules you're replacing the files into tho. Quote Share this post Link to post Share on other sites
DarthRevan101 104 Posted November 27, 2016 (edited) Ah, yes, this happens sometimes because most of the game files are stored in their respective modules. TSLPatcher can be used to make the suitable modifications to a module (i.e. replacing a file in the module). But I'm not sure how to get TSLPatcher to do it - I usually just adapt the TSLPatchdata file from Kotor 2's NPC Overhaul mod - which, incidentally, I have edited to my personal taste quite extensively due to how modular it is and I just wish the k1 version had the same installation setup. You'll definitely need to know the names of the modules you're replacing the files into tho. For the Unknown World the modules are ebo_m41aa and unk_m41aa (both include unk41_carth.dlg) For the Leviathan the modules are ebo_m40aa and lev_m40ac (both include lev40_carth.dlg) Edited November 27, 2016 by DarthRevan101 Quote Share this post Link to post Share on other sites
Kexikus 995 Posted November 27, 2016 You need to create a .mod file for both of those modules (or at least the one where you want to edit the dlg) and put your edited dlg file into the .mod instead of the override folder. And this can indeed be done with TSLPatcher. The process of setting up the installation is described in the read-me, but here's a brief description of how the installation will work: 1. Check if a .mod file for this module already exists 2. If not, copy an unedited .mod into the module folder, otherwise go directly to step 3 3. Put the edited .dlg into the .mod Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted November 27, 2016 Specifically, put the install path of the .dlg file to "modules\" without quotes and without the marks. However, TSL Patcher refuses to accept two files of the same name for editing. What I did for the lev40_carth.dlg in K1R (or at least, I really believe I followed through on it) was to: 1. Make a new main branch of dialog 2. Move all of the original file's stuff under that branch 3. Make a new main branch again (there should now only be two main branches) 4. Move/copy/re-create all of the second DLG file's stuff under this new branch 5. On the top main branch, figure out which module it is (for example, I believe the pre-Leviathan scene is ebo_m40aa) 6. Create a conditional script attached to the first main branch that has the following: int StartingConditional() { if(GetModuleFileName() == "ebo_m40aa") { return 1; } return 0; } What this does is combine both conflicting dialogs and then make the top one only trigger if you're in the right module. And this could be done for any number of conflicting DLG files. Just gets a bit cumbersome after a while. Quote Share this post Link to post Share on other sites
DarthRevan101 104 Posted November 27, 2016 Specifically, put the install path of the .dlg file to "modules\<module name with extension>" without quotes and without the < > marks. However, TSL Patcher refuses to accept two files of the same name for editing. What I did for the lev40_carth.dlg in K1R (or at least, I really believe I followed through on it) was to: 1. Make a new main branch of dialog 2. Move all of the original file's stuff under that branch 3. Make a new main branch again (there should now only be two main branches) 4. Move/copy/re-create all of the second DLG file's stuff under this new branch 5. On the top main branch, figure out which module it is (for example, I believe the pre-Leviathan scene is ebo_m40aa) 6. Create a conditional script attached to the first main branch that has the following: int StartingConditional() { if(GetModuleFileName() == "ebo_m40aa") { return 1; } return 0; } What this does is combine both conflicting dialogs and then make the top one only trigger if you're in the right module. And this could be done for any number of conflicting DLG files. Just gets a bit cumbersome after a while. Thanks for your help. Is there a quick way of combining the dialogue files? Because they're both quite extensive, and I'd rather not have to write all of one of them out. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted December 1, 2016 Sorry for the delay. Sadly I don't know that this is possible to do quickly/easily. As an alternative solution, you could probably rename one of the two dialogs (I imagine the second is the less-edited version...) and then edit the OnEnter script for the module to fire the renamed dialog instead. Unless the dialog is listed in the .utc file, in which case you have to do it a bit differently. Quote Share this post Link to post Share on other sites
DarthRevan101 104 Posted December 1, 2016 Sorry for the delay. Sadly I don't know that this is possible to do quickly/easily. As an alternative solution, you could probably rename one of the two dialogs (I imagine the second is the less-edited version...) and then edit the OnEnter script for the module to fire the renamed dialog instead. Unless the dialog is listed in the .utc file, in which case you have to do it a bit differently. Don't worry I got it sorted, tested it and it works completely fine now. Thanks for all your help! Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted July 13, 2019 On 12/1/2016 at 1:23 PM, DarthRevan101 said: Don't worry I got it sorted, tested it and it works completely fine now. Thanks for all your help! Could you please tell me how to do this? I am trying to edit the exact same dialogue files along with at least one more. I have made a post in the forum but have not gotten any response so I need to try something different. Again could please explain to me through step-by-step instructions on how to edit the dialogue files and the module files that go with them? That way I can edit the files that I need but also adjust the correct module files so I can use them all and avoid a conflict with the Override Folder. Thank you in advance. Quote Share this post Link to post Share on other sites