I've been fiddling around with character generation 2das, and have added some new backgrounds for my module and changed some of the race and class descriptions to fit the setting. However, I'd like to change the chargen gender description, which by default makes reference to Ferelden and also suggests the genders are treated equally. My module is set in Dark Age Britain, and while I'm not making any class restrictions based on gender, I'd like to indicate that a female warrior may elicit strange reactions as the story unfolds, if only for flavor text.
gender.2da has data for the name of the genders, but where is there a reference to the description players see on the character generation screen. Anyone know?
Editing Gender Description on Chargen screen
Débuté par
Qutayba
, févr. 26 2010 11:11
#1
Posté 26 février 2010 - 11:11
#2
Posté 05 mars 2010 - 10:21
i'm interested in knowing this too.
Modifié par gordonbrown82, 05 mars 2010 - 10:29 .
#3
Posté 05 octobre 2010 - 05:29
The string in question is 377283. It's not scripted or in a 2DA. According to its description, it's hard-coded in the game. I guess the string id is hard-coded, but not the text.
Does anyone know how to edit an existing string? It can't be done easily in the string editor, because it thinks that the string is checked out.
Does anyone know how to edit an existing string? It can't be done easily in the string editor, because it thinks that the string is checked out.
#4
Posté 05 octobre 2010 - 10:24
There is a TLK editor if that's what it'd take. It's in the utilities category on the Nexus. Otherwise it's set in the GUI's Localization.as file as LOC_GENDER_DESCRIPTION = 377283, which is then used in the RaceGenderScene.as file.
#5
Posté 06 octobre 2010 - 06:19
Thanks.
Where do I find the Localization.as file? I've searched in vain.
Can it be overridden like any other file, or is there a special technique?
Where do I find the Localization.as file? I've searched in vain.
Can it be overridden like any other file, or is there a special technique?
#6
Posté 06 octobre 2010 - 12:24
You'll probably need to read through this - UI Tutorial
In short, after editing the Localization.as file, you compile it and inject it into the appropriate .gfx'es.
In short, after editing the Localization.as file, you compile it and inject it into the appropriate .gfx'es.
#7
Posté 06 octobre 2010 - 03:21
Thanks. Looks like the learning curve is pretty steep, for those of us who only want to change one parameter!
I'll have a look at the alternate route of overriding the string contents.
I'll have a look at the alternate route of overriding the string contents.
#8
Posté 06 octobre 2010 - 05:15
OK here's a quick-and-dirty fix, which can be used (at your own risk) to permanently change any string resource.
Back up your database.
Do a Builder-to-Builder Create for the string you want to change.
The resulting DADBDATA file is a ZIP container in which the string is held as an XML file. By temporarily renaming the container (.zip extension), you can easily extract, edit and replace the XML.
Builder-to-Builder Load will replace the string in your module, even though it already exists and may be checked out.
I've changed the gender description on the Chargen screen this way.
One slight glitch is that because the string is in my core talk table, it affects the OC and all other campaigns, even when my module is disabled.
Back up your database.
Do a Builder-to-Builder Create for the string you want to change.
The resulting DADBDATA file is a ZIP container in which the string is held as an XML file. By temporarily renaming the container (.zip extension), you can easily extract, edit and replace the XML.
Builder-to-Builder Load will replace the string in your module, even though it already exists and may be checked out.
I've changed the gender description on the Chargen screen this way.
One slight glitch is that because the string is in my core talk table, it affects the OC and all other campaigns, even when my module is disabled.





Retour en haut







