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Adding/Changing strings?


51 réponses à ce sujet

#1
AnTeevY

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Well, the wiki isn't very specific (last paragraph on http://social.biowar.../index.php/2DA ). When I create a new string in the talk table, the number is already near the 2 billion mark. And then I should add 16777216 to this number and insert it for example into the " namestrref" column of the ABI_base 2DA if I want to change the name of an ability?
Well, doesn't work. (yes, I exported the string table (or talk table? whatever))

Any help? :)

#2
Lieutenant08

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I've also tried playing with this to no effect. I've created and exported a talk table. my_mod.tlk... I double checked that it was correct by openning the file in the toolset. It showed my strings. The directories it installed to were the documents/bioware/addins/my_mod/core/override AND documents/bioware/addins/my_mod/module/override. Neither worked.



I also used the string id's inside my ABI_Base_mod.xls inside the namestrref .



Could use some official word on this.

#3
ladydesire

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I'm not sure if either of you ever built with the NWN or NWN2 toolsets, but you also need to link the tlk file to to the module for it to work; I'm not sure how to do this in the DA toolset off-hand.

#4
AnTeevY

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Hmm. Actually there is a "export string table" and "export talk table". I assumed both were the same. However, when exporting talk table, some (4) tlk files get created. Sadly all texts are missing in game then, because one of those 4 tlks gets exported to the core override folder and overrides the default one. No problems when I remove that file, but also no text in my spell description/name. Maybe the tlk's are fine and only the reference string number is wrong. "1741246667" seems so... random.

#5
Chronovore

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Okay, here's some strangeness...



The class names seem to actually have a difference of 238033



class Name NameStrref TalktableID

SHAPESHIFTER 238071 38

SPIRITHEALER 238072 39

CHAMPION 238073 40

TEMPLAR 238074 41

BERSERKER 238075 42

REAVER 238076 43



class Descriptions are offset by 238038.



class DescStrref TalktableID

SHAPESHIFTER 238093 55

SPIRITHEALER 238094 56

CHAMPION 238095 57

TEMPLAR 238096 58

BERSERKER 238097 59

REAVER 238098 60



I guess that means that the wiki is incorrect stating that all strings having a specific "offset" to them.


#6
AnTeevY

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Yep, the other spells and talents have different offsets, too. Straaaange.

#7
AnTeevY

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Has nobody tried yet?

#8
AND04

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i did and failed miserable - will give it another try tonight though

#9
Challseus

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I too have run into this issue, and never got a response from the devs. As a workaround, I believe you can put "****" in the column for the id of the string, and then the game will be use the "Name" column's value instead. I can't remember where, but I read this on the WIKI a while back.



I did this when creating new talent lines, though I was making changes to guitype.xls, not ABI_base.xls.



Like I said, not a true solution, but a possible workaround in the interim so you can see the name.

#10
AnTeevY

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I've read this too and it should work for the name, but of course the description needs another string.

#11
Challseus

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AnTeevY wrote...

I've read this too and it should work for the name, but of course the description needs another string.


Ah yes, forgot about the description. Well, when I do get setup again, this is the first thing I will be taking a look at, as I have a bunch of custom abilities lacking descriptions myself...

#12
AnTeevY

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Okay, thanks ;)

#13
Chronovore

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It would be kinda nice if developers chimed in to clear this whole mess up easily. A few ideas I had while I'm at work (and not able to check them out myself):



Are the tlk files being created in the proper place?

Are the tlk files being created in the proper format?

What differences are between what the toolset outputs and what the game (or DLC Modules) outputs?

#14
AnTeevY

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First two questions: well, I think so... 3rd question: no idea.

#15
BryanDerksen

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When a new module is created, its string ID range is set to start at a random integer to reduce the chances that two modders will inadvertently override each others' strings. That's why the toolset's giving you such enormous numbers for string IDs whereas the existing resources all have numbers below half a million.



Unfortunately I don't know how the abilities 2DA works, so I can't provide any advice on that side of things.

#16
Chronovore

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Are there different ways of addressing StringIDs? The stringIDs in the 2DAs are obviously NOT the stringIDs in the tlk files (speaking strictly of the Core resources)

#17
orpheus333

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Nor do the stringIDs generated actually point to the Strings in the Talk Table when referanced from a 2DA. I'm probably doing it wrong though.

#18
Chronovore

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In this thread http://social.biowar...221788/1#233771 AND04 says that he can access his StringIDs via scripts, just not from 2DAs.

#19
stuntpope

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Surely someone must have gotten this to work? It is a pretty big stumbling block to creating our own modules if we can't add strings refs to the 2DAs.

#20
Lieutenant08

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Tried some debugging but nothing seems to work. Definitely need a dev to intervene.

#21
AND04

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it seems the file only looks in the core table

I changed 4 unused Values (stringids without a string) in the core-talktable that shipped with the game (the one the toolset creates uses wrong ids :S) - and placed it in override - works - i can't add new IDs to the table though - if i do everything goes blank again (like with the toolset exported one)

but thats not real an option from a modding point of view either tbh - seeing as we need the whole file in the override for it to work... --> only 1 Mod possible

Modifié par AND04, 19 novembre 2009 - 09:18 .


#22
AND04

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anyone got an idea yet on how to define something similar to what a M2DA is to a 2DA for talktables - couse as it is now you can only overwrite the whole core talktable (+ you can't add additional strings but only chnage existing ones - else it will break ist) - or even better can we have a Bioware Dev response on that matter - i do hope the 2DA's aren't hardcoded to the core-table file :S

#23
AND04

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anything yet?- a will be fixed with the patch would suffice as well /o\\\\

Modifié par AND04, 19 novembre 2009 - 06:49 .


#24
Chronovore

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Indeed. It would be nice so we can either stop spinning our wheels on something not solvable yet or get a clear answer.


#25
BryanDerksen

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I'm having a look at the issue now, but I'm inexperienced with how the talk tables actually work under the hood so I'll have to do some asking around. I'm sure there's a way to extend the core talk table, our DLC adds abilities just like you're trying here.