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Topic Summary

Posted by: dead
« on: March 01, 2005, 09:26:37 PM »

hmmmm.. weird.. thats what i did. i decompiled the dlgs. to d. edited them then compiled that. put it in override.. still nothing.. il think ill reinstall mg BgG.
Posted by: Andyr
« on: February 23, 2005, 07:32:22 PM »

Either recompile the dialogues from .Ds with the translated text, use STRING_SET in a .tp2 to change them, or else edit your .tlk file manually.

I'd recommend a mass-decompile of the .DLGs to .Ds with WeiDU and then just change each string as you find it. :)
Posted by: dead
« on: February 23, 2005, 06:39:10 PM »

uhm... after i translate them i just compile them again right? then put them in override? uh.. thats what i understand from the tutorials. my translations arent being implemented. what else do i need to do?
Posted by: dead
« on: February 18, 2005, 07:02:49 AM »

ooooh thats says a lot. hehehe thank you.. it very educational. hehehe ;D
Posted by: Ghreyfain
« on: February 18, 2005, 05:51:11 AM »

25 are ToB-related files, as in Baldur's Gate 2.5.  No need to worry about any of those if you're just doing Irenicus' dungeon.
Posted by: dead
« on: February 17, 2005, 11:48:04 PM »

 ;D oh! oke.. that explains a lot...

o uh.. also what do the "25" mean? like in
aerie25j.dlg?

thanyou again guys. im downloading the explorer now.
Posted by: Ghreyfain
« on: February 17, 2005, 03:42:10 PM »

Heheh, true.  Presumably the translator would know they were in the dungeon anyways, and would require bits of translating.
Posted by: devSin
« on: February 17, 2005, 01:46:22 PM »

They don't count. You won't find them referenced anywhere in the ARE files (and only Imoen should show up in AR0602.BCS). Unless Infinity Explorer is so whiz-bang awesome that it can calculate all the objects that may or may not exist in a given area at any time, the original poster wouldn't have found them anyway.
Posted by: Ghreyfain
« on: February 17, 2005, 01:31:54 PM »

Even the NPCs?  Aren't they in the .gam?
Posted by: devSin
« on: February 17, 2005, 01:04:38 PM »

Irrelevant, as all creatures with dialogue in the starting dungeon are in AR0602.ARE and AR0603.ARE (even Malaaq).
Posted by: Lu
« on: February 17, 2005, 12:52:43 PM »

 It will, if you know which to look for
Posted by: Ghreyfain
« on: February 17, 2005, 10:35:32 AM »

InfExp would show those scripts or dialogues, though.
Posted by: Lu
« on: February 17, 2005, 09:42:47 AM »

 
Quote
You should probably get Infinity Explorer and open up the 2? 3? areas of Irenicus' dungeon

  I don't know if this is the case, but opening areas in Infinity Explorer isn't always enough, some creatures
 may be created in scripts and dialogues
Posted by: Kismet
« on: February 17, 2005, 07:45:12 AM »

A helpful tutorial on dialog files: http://forums.pocketplane.net/index.php?topic=53.0

You should probably get Infinity Explorer and open up the 2? 3? areas of Irenicus' dungeon.  It'll have a list of NPCs with links to their dialog files and scripts.
Posted by: dead
« on: February 17, 2005, 06:04:48 AM »

heloo! im pretty new to modding/translating. my classmates and i chose to translate baldur's gate for a project. were only translating the prologue*(jon's dungeon) so i think its feasible.

im using weidu but i need help in getting a list of the .dlg files i have to decompile. does anybody know?

i dont understand the coding convention for those file names too. for example:
theres a jaheira.dlg and there also a jaheirap.dlg and a jaheiraj.dlg. please enlighten me as to what they mean hehe. ^^
i made a list of the characters ill need to decompile so far i have:

jahiera
minsc
imoen
irenicus
yoshimo
clone
golem
guy in tube forgot the name...



i still need a lot so ill really appreciate any help you can give me.