I kinda ran into a dead end with inserting and creating the talktable entrys to use for a new ability - a "local" talktable of the mod doesn't seem to be doing anything and exporting the complete core talktable breaks the game as the internal ids in the toolkit are wrong.
Has anyone got this to work in any way yet?
Adding Abilities - Skills - Talents - talktable issue
Débuté par
AND04
, nov. 18 2009 12:45
#1
Posté 18 novembre 2009 - 12:45
#2
Posté 18 novembre 2009 - 01:57
Are you referring to the string ref ids?
In that case, I surrender.
I've tried to get them work for a long time without any success.
The wiki talks about a magic number you should add to your StringID's (16777216) which is not only a monster truck huge number but does not work either
Tried to figure out what's the actual magic number if there is any at all, but kept getting inconsistent results or more like failures
In that case, I surrender.
I've tried to get them work for a long time without any success.
The wiki talks about a magic number you should add to your StringID's (16777216) which is not only a monster truck huge number but does not work either
Tried to figure out what's the actual magic number if there is any at all, but kept getting inconsistent results or more like failures
#3
Posté 18 novembre 2009 - 02:15
ahh, damn - well just finished an ability_example - well will put it up without any names on it then /o\\\\\\\\
edit: social.bioware.com/project/729/
edit: social.bioware.com/project/729/
Modifié par AND04, 18 novembre 2009 - 02:26 .
#4
Posté 19 novembre 2009 - 12:38
btw what is "interesting" is the following:
DisplayFloatyMessage(stEvent.oCaster, GetStringByStringId(694329770), FLOATY_MESSAGE, 10040064, 5.0);
This displays the Text i set in my Module Talktable for that very id (694329770) --> it seems somehow the (m)2da's just don't use the custom talk table or we are missing something
Could a Bioware-Dev be so kind and enlighten us on the proper usage of the talktable in regards to M2DAs?
DisplayFloatyMessage(stEvent.oCaster, GetStringByStringId(694329770), FLOATY_MESSAGE, 10040064, 5.0);
This displays the Text i set in my Module Talktable for that very id (694329770) --> it seems somehow the (m)2da's just don't use the custom talk table or we are missing something
Could a Bioware-Dev be so kind and enlighten us on the proper usage of the talktable in regards to M2DAs?
#5
Posté 19 novembre 2009 - 12:43
I have run into this exact same problem with my project. Would love a dev to come round and sort this out for us. From the wiki it seems that the ABI_ M2DA is hard-coded to referance the core talk table.
But you export the core talk and it breaks the whole gui.
But you export the core talk and it breaks the whole gui.
#6
Posté 28 novembre 2009 - 09:10
try a number between 8000000 and 8300000, worked for me.
also, you don't need to make a custom string for tooltipstrref in your ABI_ M2DA as their are a number of base strings that automatically fill in the values for the tooltip, just look through the ABI_Base tooltipstrref column to see the different ones available.
also, you don't need to make a custom string for tooltipstrref in your ABI_ M2DA as their are a number of base strings that automatically fill in the values for the tooltip, just look through the ABI_Base tooltipstrref column to see the different ones available.
#7
Posté 28 novembre 2009 - 10:16
Lord Thing wrote...
try a number between 8000000 and 8300000, worked for me.
The thing is ExcelProcessor seems to be limited to signed integers of (16777216 / 2) max, and messes up any strref int higher than that. So people have to amend the GDA and fix the strref values.
In more details : http://social.biowar...#Adding_Strings





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