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Title  CODI Custom Content Helper
Author  Shkuey
Submitted / Updated  11-04-2003 / 04-03-2007
Category  Custom Content Tools
Format  Exe File
Description
Announcing The CODI Custom Content Helper is a 2da/tlk editor designed to make CC tasks faster and easier. It has Wizards that help you in the creation of custom 2da files supporting Appearances and Placeables without the need to open a 2da file. Additional wizards are in planning too that will support racial types, spells, feats, classes and of course prestige classes. It also has a built in Tlk viewer/creator that allows for quick searching and editing through append files, which can be saved and reused whenever BioWare makes an update. In addition to that, it has the ability to combine 2da files, something we all have come to know and dread. Then finally, a very robust 2da editor that allows for editing, search/replace, and a great many other features! Requires a windows platform with .net architecture v. 1.1. This is a beta release, feedback encouraged! Report bugs and suggestions to http://tracker.city-of-doors.com Please don't report bugs here. Beta version 0.35 now available.

Interviews

SubmittedTitleAuthor
2005-07-01Interview with Shkuey (CODI Custom Content Helper)Maximus

Files

NameTypeSizeDownloads
CODICCH_v0.35_BETA.zipCODICCH_v0.35_BETA.zip
Submitted: 11-04-2003 / Last Updated: 12-05-2003
zip3.5Mb14401
--
SCORE OUT OF 10
9.76
31 votes
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Comments (30):

1 2 3

Posted by chsnutmare at on01/16/06
Great Program, Thanks for sharing.

Posted by Grimm182 at on12/27/05
The reindex 2da lines is the best!!!

Posted by lovellin at 2005-12-1009:55:45    
Hello, I cannot make the tool work properly. When I update a line in a .tka file and try to save it, en error "file in use" is displayed. In addition, when I want to combine a .tlk and a .tka file, string lengths are miscalculated. The resulting string resources are off by some characters. The problem seems to occur when non-ASCII characters are used (perhaps you write in UTF-8 encoding where non-ASCII characters are represented by 2 or 3 bytes).

Posted by asdelhamor at on11/10/05
Umm! didnt know why, but when I put it has a custom .tlk in my module it didnt work properly, it seem to work only whit the dialog.tlk format or i forget some thing. quote from the nwn file documentation ------------------------------------- 2.4. Alternate Talk Tables A module may specify that it uses an alternative talk table besides dialog.tlk. If a module uses an alternate talk table, then bit 0x01000000 of a StrRef specifies whether the StrRef should be fetched from the normal dialog.tlk or from the alternate tlk file, If the bit is 0, the StrRef is fetched as normal from dialog.tlk. If the bit is 1, then the StrRef is fetched from the alternative talk table. If the alternate tlk file does not exist, could not be loaded, or does not contain the requested StrRef, then the StrRef is fetched as normal from the standard dialog.tlk file. Example: StrRef 0x00000005 refers to StrRef 5 in dialog.tlk, but 0x01000005 refers to StrRef 5 in the alternate tlk file. If the Alternate StrRef 5 could not be fetched, then fetch the Normal StrRef 5 instead. The filename and location of the alternate talk table is not part of the definition of TLK file format. However, if a feminine talk table is required, then the feminine version of the alternate talk table must be located in the same directory as the masculine/neutral one. Example: If a non-English module uses an alternate talk table called "customspells", then there should be a customspells.tlk and customspellsF.tlk file. ---------------------------------- i have open the file whit a binary editor, if seem the bit 0x01000000 didnt be there, They i need to add it with my bin editor or if forget to set up a option, cause for now it work only to overwrite the dialog.tlk file, and i want to make a custom one.

Posted by asdelhamor at on11/10/05
Rating 6, very usefull for 2da, but i need it for .tlk, it edit them great but didt seem to save them properly for custom .tlk file, I think you forget the 1000000 binary bit in the file to tell if you use the default or the custom strref. So since it useless for custom .tlk, i rate it 6.25, seemm like i will need a bynary editor to add the 1000000 bit i need of my module custom.tlk

Posted by The at on09/23/05
Yeah, Thanks for that.. Good Stuff! The Dungeon Master

Posted by TD_Sephiroth at 2005-09-0723:26:25    
hello, Merging TLK doesn't work with accentuated characters (eg: é,à,ç,...). hopping it will be implemented :-)

Posted by Berliad at on08/06/05
This program has been quite helpful in editing and especially combining 2da's. I would appreciate more feedback from the program in terms of whether it found any conflicts. Also found the editor clunky -- Wasn't able to cut and paste rows, for example. Still, compared to merging 2da's by hand, this is a breeze! _________________________ My NWN Blog FRW Character Creator

Posted by RockDude1984 at 2005-07-1916:19:46    
So this custom maker tool can one day make skills, feats, and classes? After that it will rewrite the tlk. If it can do that then I am sold. _________________________ Yes I am made out of rocks. Now go do something.

Posted by Ornedan at on03/19/05
Crummy interface. Not too bad on the functionality if it were reasonable accessible. I recommend reading up on the "Extra steps are bad"-principle of interface design.

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