ALL EDITORS V452 - CREATURE NAMES IN EVERY LANGUAGE, NO drak.tlk TO MANAGE
(V451 base: Story Maker INSTALL TO GAME, no freeze on exit, TLK all languages.)

YOUR TEXT NOW GOES STRAIGHT INTO THE GAME'S TEXT FILES
  - Creature Factory > INSTALL: the creature names are put on top of your
    game's lang\en_US\dialog.tlk (and dialogF.tlk) as before, and now EVERY
    other language (dialog.tlk + dialogF.tlk) gets them too, in English, at
    the same numbers. The result message lists each language.
    BG2 must be closed (checked first; nothing is installed otherwise).
  - Story Maker: dialogue text and creature names reach every language with
    BUILD SAFE STORY + INSTALL TO GAME (V451). Its drak.tlk field is now
    marked optional: it fills itself (project TEXT\drak.tlk) and you never
    need to handle it.
  - Dialog TLK editor: only needed to import IWD2 text now. Adding a drak.tlk
    block there afterwards changes dialog.tlk, and the Story Maker would then
    ask you to BUILD again before installing.

YOUR SAFETY NET
  Keep copies of your updated .tlk files (lang\en_US\dialog.tlk and the other
  languages) in a folder of your own. After a game update that replaces
  dialog.tlk, copy them back - or rebuild + reinstall from your Story Maker
  project. No automatic backups are made (project rule).

CHECKS (offline)
  python -m unittest test_v452_creature_factory_all_languages -v
