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Adding/Changing strings?


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#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
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.

#3
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.

#4
BryanDerksen

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Okay, it looks like it isn't really a case of "extending the core talk table". All of the talk tables loaded by the game go into one big talk table, so when you're creating a module with new abilities in it you should put the ability names into the module's talk table. I'm just looking at some of the abilities added by the Grey Warden Base 2DA and their strings are in the Grey Warden Base talk table. They're set to string type "Talent", that might be something to look at - as far as I'm aware the string type is for organizational purposes only, but perhaps GUI-related stuff is special and actually cares about that.



The core talk table's stringIDs match up when I compare the end user toolset's core talk table and the development talk table, and with the 2DA entries, at least at a quick glance. Chronovore and andyr1986 (or anyone else for that matter), when you say that the string table and 2DA stringIDs don't match up, could you give me an example?

#5
BryanDerksen

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Hm. As far as I'm aware, there's nothing special about string references in 2DAs. They're just integers like any other integer, it's how you use them that counts. These ability names and descriptions are a GUI thing, not a script thing, so perhaps it's not really a 2DA problem at all; perhaps the GUI isn't able to handle being fed string IDs outside of a certain range. Maybe try creating your ability names with string IDs down closer to the 500,000 range that we've been using so far? (you can change the string ID range used by a module in the module properties table)

#6
BryanDerksen

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I'm not sure where you're getting string IDs 38 through 43 from, in my core talk table they're all just blank strings that are associated with some core plots (such as gen00pt_combos and gen00pt_class_race_gend).



I'm going to reinstall the currently-released version of the toolset and see if we somehow managed to screw up the talk tables along with the plot GUIDs.

#7
BryanDerksen

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Okay, just got a reinstall of the original end user toolset up. Looks like the talk table that went out with the original release of the toolset has messed-up string IDs. I have no idea how that happened. On the plus side, the new version that we're going to be releasing Real Soon Now has correct string IDs, so the problem is already fixed (hence some of my earlier confusion in this thread). So whatever we did the second time around we did better than the first time around.

#8
BryanDerksen

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Adaram> As Chronovore says, however bear in mind that the plot GUID bug is still in full flaming effect right now and that could mess up your single player game quite thoroughly if you're not careful. See http://social.biowar...p/Plot_GUID_bug for more details.



Since this is now the second major thing wrong with the core database released with the first version of the toolset, we're looking into the possibility of a pre-patch release of a corrected database. Stay tuned. If all else fails, though, new toolset should come out next week on or shortly after the game's patch release.

#9
BryanDerksen

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Fantastic catch, elys. I'm going to be copying and pasting this pretty much unchanged directly into our internal bug tracking system.



Needless to say, we never had 2DAs with row IDs above eight million during internal development. :)