Welcome
Ladies and Gents:

These forums are now closed and registration disabled.

Please join us at our new forum on Proboards. Our hope is that these new forums are more stable, provide more and better features, and allow continuation of the project forums in a safer, more secure, long term environment.

me3explorer.proboards.com

--The ME3Explorer Team

[Tutorial] Using ME1 TLK Editor

Made by modders for modders. Step-by-step instructions on how to achieve specific modding goals with ME3Explorer. We *strongly* encourage you to post new tutorials on the wiki.

[Tutorial] Using ME1 TLK Editor

Postby SirCxyrtyx » 10 Mar 2016, 20:40

ME1 tlks have several key differences as compared to ME2 and ME3:
  • In ME1, tlk files are not seperate like in 2 and 3, but are contained within .upk and .sfm files like any other object.
  • Additionally, unlike in ME2 and 3, where there is a male and female section in each tlk, with the female section only containing differences, ME1 has seperate male and female tlks. The male tlks are marked with an "_M" in their names. In English, these tlks appear to be identical.
  • Each dialog has it's own tlk, contained in the same file as the BioConversation object. Actually, it has many tlks, two for each of language. The BioConversation object references a BioTlkSet object, which references the male and female tlks for each language. (my copy of ME1 seems to have English, German, Spanish, and Polish)
  • There is also a global tlk, containing non-dialog strings, which is in Packages/Dialog/GlobalTlk.upk

So here's the interface for the ME1 TLK Editor:
Spoiler:
Image

Usage is pretty simple. Open the file that has the tlk you want to edit, select it in the Files list, select the appropriate BioTlkSet, select the tlk, and then Save To File. Open the resulting xml file in your favorite text editor ( I reccomend Notepad++). It will look something like this:
Spoiler:
Image


To edit a line, just change the text in the <data> element. The <flags> element must have a 1 in it if you want the string in <data> to be used. If it's set to 0, the <data> element will be ignored.

Once you're done editing, use the "Replace with File" button in the TLKEditor to save your fancy new tlk over the old one.

User avatar
SirCxyrtyx
Toolset Lead
 
Posts: 345
Joined: 16 Apr 2014, 00:20
Has thanked: 28 time
Have thanks: 288 time

Re: ME1 TLK Editor

Postby Kinkojiro » 13 Mar 2016, 09:53

This is awesome. Makes my copying over the systems from ME1 galaxy map much easier thanks.
User avatar
Kinkojiro
Modder
 
Posts: 578
Joined: 02 Dec 2013, 04:14
Has thanked: 233 time
Have thanks: 249 time

Re: ME1 TLK Editor

Postby giftfish » 24 Apr 2016, 19:33

Sir, do we know what the "SFM" file extension stands for in ME1?

Googling only gets me stupid Mass Effect porn results, lawl.
User avatar
giftfish
Toolset Developer
 
Posts: 1247
Joined: 08 Jan 2016, 02:35
Has thanked: 129 time
Have thanks: 75 time

Re: ME1 TLK Editor

Postby SirCxyrtyx » 24 Apr 2016, 20:45

Haven't a clue. u, upk, and sfm files all have exactly the same format.
User avatar
SirCxyrtyx
Toolset Lead
 
Posts: 345
Joined: 16 Apr 2014, 00:20
Has thanked: 28 time
Have thanks: 288 time


Return to Modders' Tutorials

Who is online

Users browsing this forum: No registered users and 2 guests

suspicion-preferred