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NWN OTHER

- Jump to comments -
Title  Dialog Updater
Author  Pom pom
Submitted / Updated  04-27-2003 / 06-29-2005
Category  Custom Content Tools
Format  Exe File
Description
Windows Only. V2.1.4. Correction of a big bug introduced in 2.1.3 I think. This small application allows to use custom tlk files with a module :D, and use them in 2das, similarly to what Bioware has introduced in 1.59. Why update it now? Well, some people find it usefull since it can modify the existing dialog.tlk StrRefs (without modifying the file itself), and not only add new ones. Also it works in multiplayer, and you can use one tlk per hackpack. Just double click dupdemo.exe to install demo and program, then click the shortcut on the desktop to launch the demo in NWN. Note: the demo overrides 20000+ dialog.tlk StringRefs, as a consequence some text of NWN GUI is replaced when you launch the game or toolset through it (the demo); that is 'normal'. No Bioware file is mofified, nothing is permanent, it will occur only when you launch the demo. See messages below for version specfic comments. French version: http://www.proctophantasmist.cjb.net/

Files

NameTypeSizeDownloads
nwdupV2.1.4.en.zipnwdupV2.1.4.en.zip
Submitted: 04-27-2003 / Last Updated: 02-01-2004
zip165.72Kb1291
--
SCORE OUT OF 10
9.5
2 votes
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Comments (48):

  1  2 Next>

Posted by SirPomPom at 2006-06-14 09:32:40    
Thanks ArchangelZero,
About the readme... I know, ahem, that will be my only comment.
Now if you want to have a look at my tlk editor you'll see that I've made quite a lot of progress about readmes since then :D
About this thing becoming a standard... I don't think it will happen. There is a psychological hurdle to using third parties exe I think, at least for the players, even if I believe I made it as simple as I could with the direct shortcut to launch the game - well it could be made even simpler now by loading the module too. At one point I had contact with a couple of guys from DLA and CODI, but no real feadback (perhaps they knew in advance of the custom tlk by Bioware but couldn't tell me...)

Recently DLA suggested that they could
put there content directly in the bifs instead of a hackpack so that everyone could use it without hastle. Bioware doesn't want that, because it modifies the original installation of the game. I posted the idea to use a launcher, with the same trick that nwdup uses, so that DLA enabled bifs be selectively loaded for the modules that need it, without need to change any file from the original installation. No comment either...

Thanks again for the feedback though much appreciated.

Posted by *ArchangelZero*-=Rebirth=- at 2006-06-06 02:41:01    Voted 9.00 on 06/06/06
Very late 2 cents but this program deserves the praise.

Pure genius. Took me a while to catch on but this program is amazing, it should be better known. Just one small problem though, the readme is somewhat confusing and could benefit from a more organized layout. Anywho, that's that. Come up with a clearer manual, even now, and this'll quickly become a standard. (One should hope at least).
_________________________
-=Rebirth=-

If you want to help with the creation of a conversion to a "pure" D20 experience or a "pure" WoD experience PM me, looking for anyone with anything to contribute.

Posted by Old_Scores_Transfered at 2004-02-20 10:32:09    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 1 that made this score of 10 then rounded to 10.

Posted by SirPomPom at 2004-02-02 10:10:00    
The bug is confirmed dead by the person who first reported it.

Posted by SirPomPom at 2004-02-01 08:41:00    
1.2.4: Bug corrected I think, waiting from feedback from the person that reported it (you never know there might be two of them).

Posted by SirPomPom at 2004-02-01 07:59:00    
There is a huge bug in the latest version. It doesn't affect the demo, it appears when the dup files contains anything else than .2da and .set. I'll correct it ASAP.

Posted by SirPomPom at 2004-01-31 13:53:00    
Someone has reported a problem with the latest version (module refusing to open due to acces violation), I'm not sure what is causing it nor have I been able to reproduce it yet. I'll be looking into it. If you encounter this, any related info and if possible the files - dup tlk mod - would be welcome.
thanks

Posted by SirPomPom at 2004-01-29 01:18:00    
V2.1.3
Correction of two obsolete error messages that were put to my attention.
Optimisation of the dup file parsing, should have been done a long time ago, kind of forgot about it...
This *should* be the last update then I let it die...

Posted by SirPomPom at 2004-01-29 01:18:00    
V2.1.3
Correction of two obsolete error messages that were put to my attention.
Optimisation of the dup file parsing, should have been done a long time ago, kind of forgot about it...
This *should* be the last update then I let it die...

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-23 07:30:00    
V2.1.2
Very small change to the program.
Batch file to handle stand alone server and its readme were included

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-19 10:06:00    
It seems yet an other version will be needed... When you double click a module in the list it launch NWN just as if you had pressed that button now. But I had forgotten that if you use nwdup for a stand alone server this function is disabled... err, result is, in such a case (stand alone install) double clicking will provoque exiting with error, not the most sensible thing to do. I'll have it launch the "Simply create file" path instead.
As an aside I have written a small batch file which allows you to easily handle the tlk files for server installs. There is no "patching in memory" for nwserver.exe, so in this case and in this case only, you need to substitute dup.tlk to dialog.tlk. The batch will maintain a backup of dialog.tlk (and dialogF.tlk if needed), launch nwdup appropriatly, take care of file swapping and restoring dialog.tlk. Tell me if you are interested I'll post it here (I just need to translate two sentences and the explanations for configuration and use).

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-18 08:08:00    
V2.1.1
-tentative fix for the installer bug with Windows 9x.

-you can now modify the Sound references and duration of the original dialog.tlk StrRef (as usual without modifying fialog.tlk itself) through entries in the .yae file. See the YAE FILE section of nwdup.readmeE.txt (\Dup folder) for more info.

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-18 04:39:00    
OK I'm worried now. I have found the specific problem, I believe, however I hope there are not a 100 like that. It comes from the MoveFileEx function, the distribution of the WIN32 API doc that I have doesn't mention that this function doesn't work at all with ME/98/95 (in fact it pretty much implies that it does)... I'll be working on a workaround, shouldn't be too complicated.

Posted by Sablephoenix ( ..xxx.xxx ) at 2003-12-17 19:30:00    
Got your Message from Snowkitten tonight while I chatted with her. Pretty resourceful to find me.

As far as the problems with Windows ME, it's during Installation. While trying to install there's an error message. The wording is-

Error
nwdup.exe
This file could not be written.
This function is not supported on this system.

I have the fully updated version of Windows ME. I'll try to check my GF's computer if I can pull her from it... might have to do some enticing. Hope this helps.

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-16 07:12:00    
Forgot something:
Thanks :)

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-16 07:11:00    
If you encounter a problem running this program, please specify the exact steps you took to install the demo, then run the module. Along with the moment things went awry, and whatever feedback you got, if it was during the execution of nwdup (as opposed to the StrRefs not showing up in NWN for instance).
NB: the module must be launched through this program each time (the shortcut created on your desktop by the demo does just that). Launching NWN directly won't work.

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-16 07:01:00    
If anyone has attempted to run this program with Win 98 or Win ME, I'd be interested to have some feedback about your experience ;).
Thanks.
On an unrelated matter, there is a stupid design mistake with the "replace existing Strref" feature (ie .yae file). For some uncanny reason I decided not to alter the sound reference (and the 2 other sound related properties) of a StrRef when you modify it. Chances are, if you modify the text of a StrRef, you'll want to change the sound too (at least erase it); it was probably late when I coded that :). Next version is done, and will correct it: the corresponding sound ref will be "erased" if you change only the string, and you'll have the possibility to specify your own sound ref and duration through new entries in the .yae files. I might keep that update until I hear more about this possible problem with ME.

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-15 12:18:00    
Sablephoenix, well it is not supposed to be a Win2000/xp only program. However there is a number of reason why it might not work.
Could you give me some precisions? Do you get an error message?
What doesn't work?
Can you install the content, and get the shortcut to launch the module?
Is the problem in game: once you have launched the module (through this shortcut) the new or modified strref do not appear as they should (requesting strref: 5, 12 for exemple)? Or is it that NWN doesn't start?
Does "simply create file" works from the GUI, can you open the module in the toolset from the GUI of nwdup?

Posted by Sablephoenix ( ..xxx.xxx ) at 2003-12-15 10:15:00    
DOesn't seem to work with Windows ME. Is this a Windows XP/2000 only program? If so, it should be stated.

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-12-07 08:24:00    
I might have mixed up languaged parameters in the last compile (ie part English part French). Corrected. I took this occasion to reduce the size of the .exe. It makes nearly no difference at all (espeacially once compressed), but for the principle...

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-11-30 06:46:00    
Since I know one person (besides me :D ) that will continue to use this system for his module, for the reason stated in the message bellow, I've decided to make a 1.33 specific update, if the program can still work... Hopefully the 2 systems will be compatible.
changes will be:

tlk files will go in the folder set up by Bioware for this purpose (concerns both the installer and nwdup.exe itself).

Demo module will be updated to include:
1) a custom tlk the Bioware way
2) a new dup custom tlk (in addition to the 4 already used) , just to show that it doesn't have to be a copy of dialog.tlk :D.
3) a sytem to get the effective StrRefs in scripts, from a tlk ID and the RelRef in the concerned tlk (ie the internal index of the string in the file). Be that sor a Bioware custom tlk or a dup one.

And a few other small cosmetic changes to the programs.

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-11-27 08:45:00    
I remembered one use of my program the Bioware system won't allow: modifying existing Bioware entries (without modifying the original dialog.tlk file, as usual) qo I'd thought I post it :). Of course if you want to change the feedback strings in game the right way to do it would be to edit the 2das, and I won't say a word about what Bioware change will allow that my program cannot do (StrRef in toolset...).
Oh and considering the custom tlk implementation there is a chance that my program won't be compatible with 1.33 (it would surprise me, but it is not impossible).

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-10-17 17:41:00    
Hi mharb,
You are absolutly right, the readme is a mess :). That said it is intended for buiders, not players, and to be honest so is the package for now.
Let me explain, the only way a player is going to use this program is with a module (either online or SP) that was specifically made for it, espeacially considering the demo is purelly technical and of no interest to a player. So my first goal was to give builders all the info.
A seperate readme for players would be necessary, and if anyone is actually using this I'll be happy to provide it :).
basically there are two ways for players to use the program:

1) The builder has provided a package to install his content - plus nwdup.exe if necessary - as I have done for the demo - I explain how to do this using an archiver and the installer I have provided in the readme for the installer. In this case the player just needs to double click the installer package, this create a shortcut on his desktop which will launch NWN for the module/connect him to the server.
A note on installing this program: if you double click the demo package this will install the program along with the content for the demo. This would be true for any package done by a builder using the installer. Since nwdup.exe is very small, I saw no problem for buiders to include it with every distribution of their content. So the content installer first looks for nwdup.exe, if it's not there, or if it's an older version it "installs" the one found in the archive.

2)He can also launch the program directly (nwdup.exe) and choose which module to launch/open in toolset or what server to connect to via a GUI.

Thanks for the feedback.

Posted by mharb ( ..xxx.xxx ) at 2003-10-09 00:41:00    
Too much information.

Players need to install this program? And the only way for them to figure this out is by reading through a readme.txt that is full of build notes, bug fix notes, and all other kinds of info that is going to scare the heck out of many players. Not likely.

Builders might have a higher tolerance for reading lots of information scanning for what is relevant. But for players it needs to be cut, and clear. You need a webpage, that is easily found by players, and makes it crystal clear what the players need to do, in no more than 3 steps. Otherwise, players will be intimidated, and builders won't use a program that scares away players, no matter how cool and useful.

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-08-26 02:47:00    
Forgot to put the installer in the package (the one used by the technical demo is special, it creates copies of dialog.tlk, since distributing 4 copies wasn't really an option). Corrected

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-08-25 15:46:00    
V2.0
hakpacks that have not been created by the program can no longer be automatically overwritten. This will however wause a small inconveniance if you have been using this program before, the first time you will relaunch a module with this version you will be prompted to overwrite the generated .hak files, simply accept, you have to do this only once.
You can now associate .mod files with nwdup.exe so they will open in the toolset -with all the needed StrRefs- when you double click them. This will work fine too if the module doesn't use any content specific to this program.

Program/content Installer has also been updated.
The demo has not.

PS: if you are using modified tlks for a hack, and if you think other people might be interested by it, I offer my service to construct a package similar to that of the demo from your stuff :). The bigger the hack the better. Of course if I have a hundred demands I might not do them all (its a bit of a repetitive work), but somehow I doubt it :D.

Posted by Anonymous ( ..xxx.xxx ) at 2003-08-02 11:35:00    
V1.9.4 is up there, the messge will be updated shortly, it now comes with an installer.
Simply double click nwdupdemo.exe to install (program and demo)
Its not fully tested and I'll be gone for 2 weeks.
Sorry :).

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-07-28 11:30:00    
Links bellow to 1.9.2 reworking.
There is a 1.9.3 but I'll skip the english version since 1.9.4 will be coming shortly with a basic program/content installer/updater.

Posted by Sir Pom-pom ( ..xxx.xxx ) at 2003-07-27 08:58:00    
You might have noticed that the links bellow are broken, it is not voluntary on my part, the whole site (sharemation) is down, might be permanent I'm not sure.
I'm trying to solve some communication problem with my provider in order to host the Beta files myself...

Posted by Anonymous ( ..xxx.xxx ) at 2003-06-20 17:21:00    
"Well I think that you should make some command line options"
I will probably do that in a near future.

"And allow passing command line options to nwn."
What options do you mean? I'm not sure I follow you there. Server options? my program isn't really intended for stand alone servers, not for launching them at least.
As for nwmain.exe it already uses -dmc, +connect and +password. For the toolset, it passes the module so it is directly opened. Are there more that you would find usefull?

Modifying Bioware entries in dialog.tlk, you are right of course that is a problem. I could simply offer the obtion to distribute a complete tlk, through a new keyword in the english description, and reroute nwn to use it. Since it wouldn't be patch proof, you might as well go the all way, and get rid of the .dup files that become useless. The problem with allowing modifification inside a tlk, is that you need to recalculate the offsets of everything after a modified string, not difficult, but it would probably slow down the algorithm quite a lot. Not to mention that I couldn't use the same IO technique, file mapping. There is an other efficient solution, but it is very edgy. I'm even a bit ashamed to mention it :D . Basically nothing states in a tlk that the strings have to appear in the same order than the entries, so theoretically, you could have entry 324 point to the 90000th string, of course nothing says it would work either. In this case I wouldn't need to delete the old strings, I would just put the new ones and reroute the entries towards them. It would be totaly unacceptable fo an editor, but for temp files :D... But then, there is a good chance it would simpy crash NWN.

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