Aller au contenu

Photo

Getting custom talk table to work?


  • Veuillez vous connecter pour répondre
2 réponses à ce sujet

#1
tmp7704

tmp7704
  • Members
  • 11 156 messages
(the toolset seems to request the IDs to be kept above 610 mil for 3rd party things)

Created a custom module with string range of 770.400.001-770.400.005

Referenced these IDs for descriptions and tooltips of modified ability.

Created talk table with strings with these IDs, exported the table and manifest files.

Checked the generated .gda file and confirmed it still holds these exact intended IDs.

The game fails to display the custom strings, tooltips and such are shown empty. Rest of module seems to work as expected, both the abilities and modified code.

any idea what's causing the issue and possible way(s) to fix it? Posted Image

Modifié par tmp7704, 13 décembre 2009 - 03:45 .


#2
Challseus

Challseus
  • Members
  • 1 032 messages
Stupid question, but did you make sure to export the custom talk table, and make sure it's in AddIns/[module guid]/core/override/toolsetexport?

#3
tmp7704

tmp7704
  • Members
  • 11 156 messages
Yes. When it didn't work i tried to move the .tlk to regular core/override folder as well, but it appears to be broken either way.

edit: nevermind, i got it to work. I had the module expand the "core game resources" rather than "single player" module. Which is apparently a no-go, after i changed it to the latter it appears to work fine now.

Modifié par tmp7704, 13 décembre 2009 - 04:42 .