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Old 08-10-2013, 07:06 AM   #1
Salk
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Question Edit journal quest entry text

Hello!

From what I understood the journal entries are stored in the global.jrl file.

My question is: is it possible to edit the text of some specific entry without using any STRREF number?

When it comes to do the same with dialogue files, it's as simple as to choose -1 in the STRREF window and write the new text (I am using the DLGEditor for this). But for the journal entries?

Thanks for your help!
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Old 08-10-2013, 08:10 AM   #2
Fair Strides 2
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Originally Posted by Salk View Post
Hello!

From what I understood the journal entries are stored in the global.jrl file.

My question is: is it possible to edit the text of some specific entry without using any STRREF number?

When it comes to do the same with dialogue files, it's as simple as to choose -1 in the STRREF window and write the new text (I am using the DLGEditor for this). But for the journal entries?

Thanks for your help!
As far as I know, no it's not possible. However, I could PM you a guide to editing the STRREFs while still having mods compatible.


All of my mods are available on Deadlystream.

Always remember modders: "Quality= Effort*Time"

KSE 3.3.4 is LIVE!!! Check it out here.

Check out WalkSwitch, the Walkmesh-changing tool!
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Old 08-10-2013, 08:29 AM   #3
harIII
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You can use the TlkEditor and open up the dialog.tlk file in the main directory. From there you need to look up the journal reference, let's just say for instance it is 174593 (just a random set of numbers, no idea what the actual reference really is). Then you need to search for 174593 and once you find it, then you can edit it. I never really liked the dialog.tlk file so I always set up the global.jrl to work independently of that file. Anyways, I hopes this help, let me know if you are still having problems.
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Old 08-10-2013, 09:21 AM   #4
Salk
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Thanks for your help, Fair Strides 2 and harIII.

One of these two options would be good:

1) Edit the text of one entry of one quest (as presented above)

2) Add a new entry to an existing quest

I was thinking that number 2) is possibly a better solution, if possible at all.
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Old 08-10-2013, 11:14 AM   #5
newbiemodder
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A potential problem with adding a new entry to an existing quest is you may mess up any conditional scripts based on the original entries. It may screw up your gameplay.

Try editing the dislod.tlk. You can do it!!! It sounds more intimidating than it actually is. Good luck!


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Old 08-12-2013, 04:38 AM   #6
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Not sure what's FS2 is about since it's perfectly possible.
It however, will screw up KSE.

It's what TSLRCM used before altering the dialog.tlk instead since even if possible, it's the better option. Of course with M4-78EP the global.jrl is modified again, re-introducing the KSE-issue again, but it's just a bit too much text to go adding to the dialog.tlk :/
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Old 08-12-2013, 04:49 AM   #7
Fair Strides 2
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Originally Posted by Hassat Hunter View Post
Not sure what's FS2 is about since it's perfectly possible.
It however, will screw up KSE.
I had never tried, so had no knowledge of whether it'd work. So I offered to help Salk where he had already tried and was having issues.


All of my mods are available on Deadlystream.

Always remember modders: "Quality= Effort*Time"

KSE 3.3.4 is LIVE!!! Check it out here.

Check out WalkSwitch, the Walkmesh-changing tool!
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