Kentucky Route Zero

Kentucky Route Zero

VioletSkye May 11, 2014 @ 9:12am
Kentucky Route Zero - ALL TEXT/DIALOG FILES
Ok, since I have less time to work on this than I originally planned, I'll post all of the text and dialog files for the game "as-is" and members that would like to help me format it into a script like format are welcome (and encouraged) to help :)

KR0 TEXT FILES - RAR File[s503272527.onlinehome.us]

KR0 TEXT FILES - ZIP File[s503272527.onlinehome.us]

Limits and Demonstrations - RAR File[s503272527.onlinehome.us]

Limits and Demonstrations - ZIP File[s503272527.onlinehome.us]

The Entertainment - RAR File[s503272527.onlinehome.us]

The Entertainment - ZIP File[s503272527.onlinehome.us]

The game has such a great atmosphere and compelling story that I just think it's a shame that people miss out on key story elements.

Also, I'll be doing the same with the sound files for the game. I will purposely be leaving out the soundtrack music however for obvious reasons lol.
Last edited by VioletSkye; May 11, 2014 @ 9:56am
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Showing 1-9 of 9 comments
Michael May 11, 2014 @ 7:16pm 
Very cool! Thanks for your work. One of the file names seems to pretty conclusively indicate the origin of the wreck (it says Hard Times), something I don’t think we already knew from the information availible in the game itself. I wonder what other previously unavailible information can be gleamed from the file names …
VioletSkye May 11, 2014 @ 7:51pm 
Actually it was a fairly easy guess that it was a Hard Times truck and Act 3 confirmed it with the scene about Miguel:

<scene name="miguel" nextScene="end">
<line speaker="doolittle" style="skeleton">I do pity ill-fated Miguel — he was good company, and slow to anger. But, if we're speaking confidentially ...</line>
<line speaker="doolittle" style="skeleton">Well, with all that lost `product` to be repaid — bourbon and glass dashed across the interstate, and a few casks too — we're all just thankful he had no ... next of kin.</line>


But thanks for the kind words and I'm happy to see people are looking through the files and possibly discovering things they weren't aware of in terms of the story :)
Last edited by VioletSkye; May 11, 2014 @ 7:53pm
freehedgehog May 12, 2014 @ 5:08am 
Thank you very much for these files. Can't wait for the music. :)
roomer8 Jun 9, 2014 @ 12:51pm 
Hey, thank you very much for the effort! In the spare time, I tried to do a dialog tree of the first conversation in the game, maybe I'll do other dialogs!
http://i.imgur.com/wcW7Lem.png
roomer8 Jun 16, 2014 @ 10:25am 
I found two descriptions, named respectively marquezbasement.xml and marquezclock.xml, I didn't find ..Does someone know how to read them ingame or they were included but they got eventually removed and the files remained in the system?
These two:

(Stacks of boxes climb precariously to the ceiling. A worn writing table in the corner is the only evidence that this basement was ever used as anything but a staging area.)

(A clock hangs on the rear wall. The markings are faded, but it seems to have finally stopped just before a quarter past eleven. Morning or night; who can say?)
Last edited by roomer8; Jun 16, 2014 @ 10:25am
gregory Oct 3 @ 10:44am 
The text are not available anymore, sadly.
Out of curiosity I decided to check the status of Act 5 and found my old thread resurrected lol. I wish I had kept a copy of my files and I'd repost them but unfortunately I don't have them backed up anywhere. It was rather time consuming so I have no interest in doing all the work again but for anyone who wishes to, the dialog can be found in the numerous .assets files. You can open the files directly with something like Wordpad or use something like UnityAssetsExplorer to open them and extract the individual files from. The files inside the assets file that you want to dig through will be the .xml files. For instance in "sharedassets5" you can find a file called "JosephDialog.xml" which has the following: (I'll only post part of the dialog as it's rather lengthy)

<?xml version="1.0" ?><conversation act="one">
<!-- Init routing -->
<scene name="intro">
<goto condition="shannon-companion" sceneName="returning-to-gas-station-with-shannon"/>
<goto condition="left-gas-station" sceneName="returning-to-gas-station"/>
<goto condition="marquez-address-retrieved" sceneName="after-address-retrieved"/>

<!-- intro and circuit breaker stuff -->
<goto condition="!met-joseph" sceneName="intro-first-meeting"/>
<goto condition="reset-circuit-breaker" sceneName="post-reset-circuit-breaker"/>
<goto sceneName="still-need-to-reset-breaker"/>
</scene>

<!-- First meeting -->
<scene name="intro-first-meeting">
<setGameVar name="met-joseph" value="true"/>
<line speaker="joseph">Damn! Did you hear that wreck? Truck full of bottles — I dunno, beer bottles? Whiskey? Lost a tire or something, and spilled booze and glass all over the interstate!</line>
<line speaker="joseph">What a mess! I hope they don't come down here looking for anything; we blew a damn fuse and it's all shut off!</line>
<line speaker="joseph">Did I hear a dog? What's your dog's name?</line>

<option goto="intro-dog-homer" speaker="conway">His name is Homer.</option>
<option goto="intro-dog-blue" speaker="conway">Her name is Blue.</option>
<option goto="intro-dog-nameless" speaker="conway">Just some dog; I don't know his name.</option>
</scene>

<scene name="intro-dog-homer" nextScene="intro-blind">
<setGameVar name="dog-name" value="Homer"/>
<setGameVar name="dog-nameless" value="false"/>

<line speaker="joseph">Bit of a shuffle or a drag in Homer's step — kind of an old one isn't he? Well, I guess he's got some stories then.</line>

eli Nov 2 @ 11:39pm 
Originally posted by VioletSkye:
I wish I had kept a copy of my files and I'd repost them but unfortunately I don't have them backed up anywhere.
I have .html files for each act + intermission episode with internal links between all the dialogue passages – extracted using KRZConversationMod.xslt, which comes in the game's decompiled files – if anyone wants them for any reason.

https://i.imgur.com/FEbsyEK.png
Last edited by eli; Nov 2 @ 11:39pm
Arthur Nov 19 @ 4:51am 
Originally posted by eli:
Originally posted by VioletSkye:
I wish I had kept a copy of my files and I'd repost them but unfortunately I don't have them backed up anywhere.
I have .html files for each act + intermission episode with internal links between all the dialogue passages – extracted using KRZConversationMod.xslt, which comes in the game's decompiled files – if anyone wants them for any reason.

https://i.imgur.com/FEbsyEK.png

Hey, eli! I would like it! I'm writing a research about the creation of mysteries on audiovisual media and I reference KR0 a lot. If you could share these .html files with me (or how I can extract them from my game) it would be immensely helpful!
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