Author Topic: Dialogue file reader  (Read 6583 times)

reinhark

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Re: Dialogue file reader
« Reply #15 on: August 07, 2017, 11:23:49 pm »
Unpacker is finicky at the best of times and it doesn't always re-pack. Even after packing it may not work correctly.

What do you mean it doesn't always re-pack? It should blindly pack anything that isn't an underrail archive, whether it's valid underrail data or not.

It does only one very simple thing as advertised: unpacking or repacking Underrail files. It does not undo/redo their serialization. The unpacked files are MS-NRBF binary data and thus not easily modifiable as is. Editing the unpacked data is the finicky part. :P

Also, the files packed by my tool are not byte-for-byte identical with those created by underrail.exe, but they are compatible. This is intentional.

I have observed that sometimes packing doesn't... do anything. It will say that packing is complete but when you download it, the file will have 0 size.
Self-proclaimed great cheater. Frequent game breaker. Liberator of limitations.

Sanger

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Re: Dialogue file reader
« Reply #16 on: August 19, 2017, 03:28:48 pm »
Is there any way to modify the dialogues? For that matter, can the .k files in the knowledge directory be read/modified? I can't find any information on this anywhere.

There are a couple of mostly-functional udlg editors on teh internets, but you may need to leave the anglosphere to find them, as they are made by french and russian translators.

May I ask why you want to modify the knowledge files?
Similar reasons for why I'm interested in modifying udlg files - typo correction/general small time game tweaking options. (Well, I assume the .k files include item descriptions and the like, anyway, for all that they're wholly unreadable when compiled.)

Sanger

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Re: Dialogue file reader
« Reply #17 on: August 22, 2017, 01:17:51 pm »
Similar reasons for why I'm interested in modifying udlg files - typo correction/general small time game tweaking options. (Well, I assume the .k files include item descriptions and the like, anyway, for all that they're wholly unreadable when compiled.)

The .k files mostly contain dynamic text related to game mechanics. Unfortunately fluff text like item descriptions are all over the place and some of them would be very hard to mod. Most static items have item definition files of their own, but some items like keys are defined locally inside map files and texts for generated/crafted dynamic items are directly in the executable.

Oh, I see. Well, that makes localisation and stuff tricky...