The 143112 lines Look Good. Three of them. On each of these four lines, with my modified 21_Deekin.DLG open in TS, just click "Edit String Ref..." and then Okay them.
note: if a warning pops up, read it carefully (it would mean the StrRef was not activated, but merely 'slumbering'). If no warning pops up, then the StrRef is good to go.
You want 143095, 143112, 143112, 143112 on "Fammi vedere le tue merci." All active, not 'slumbering' ..
3. Are you familiar with .Tlk files yet? Especially, Dialog.Tlk - think of it as 'the translation file'. English blokes use an English Dialog.tlk .. Italian machismos (...) use an Italian Dialog.tlk .. you yourself have one in your NWN2 folder (under Installation folder). It's in Italian; mine is English - hence you see Italian, I see English.
I downloaded an Italian Dialog.Tlk to check how it was affecting 21_Deekin.DLG, and so I have to switch back & forth between the two, making one or the other "active" ( i simply rename the 'inactive' .Tlk so it doesn't interfere, and I haven't done any editing on my Italian version that could interfere ) (I have edited my English version extensively, fixing typos / formatting / etc.)
note: Dialog.Tlk can also go into MyDocs, but let's not get into that ..
2. I just read that
First, do not get confused with the INSERT down at the bottom there. That simply Inserts "tokens" like 'what's your class? print it in the dialog!', 'what's your alignment? print it in the dialog!', and 'is the PC a male or female? print it in the dialog!' You see the token-options in the lowermost dropdown .. right beside INSERT (just want to clarify this)Vaalyah wrote...
I'm afraid I was not clear in my previous post. I am Italian and I write dialogues in Italian. Since I collaborate in a multi-language group, the idea is "I put the Italian dialogue in, and someone would put the English translation". My post refers to the fact that when I INSERT the Italian dialogue (the insert window, with the "Italian" chosen in the drop down menu), the sentences simply don't shows. I can insert text only if I select the English from the drop down menu.
As i mentioned in my last post, I *thought* the language-dropdown could be used to reference the particular language-Installation a player used (Italian install, English install, Spanish install, etc.), and I *thought* as you, that by inserting a dialog line in "Italian" that Italian users would see that line you wrote. Not, apparently:
with a Custom.Tlk - but someone would really have to download and look at a non-English module to find out how it's done ..In the official toolset help file, I read "The language selection Dropdown Menu and the "Edit String Ref" button will not apply to your modules, but are used for the official campaign" so... how am I supposed to prepare a multi-language module?
1. I believe ya! and I think there's something silly going on, whether on your part or mine!!!
As far as I can tell, if you open 21_deekin.DLG in the Toolset, and if you are seeing all four (4) "Fammi vedere le tue merci." Then by my reckoning there is no way that "Let me see your wares." can even show up in the game
Compare these two pictures: Yours. mine. The only significant language-difference is that your installation is Italian and mine, Englais: "Testo" vs. "Text", "Radice" vs. "Root".





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