Simply put, its all in how you structured your data.
=== WHEN BUILDING A MOD ... ===
Make sure all data that you want the entire game to see such as items to have MODULE: Core Resources and keep OWNER MODULE: Whatever-your-module-is. If you do this, when you export, you do not need to follow the rest of the steps below.
=== THE OTHER METHOD ===
== ON DATA ==
Everything found in the CORE folder of your module will be accessible/visible to anything in the game. So please your UTI (item files) and your item scripts in that folder. (Of course this applies to anything else you want the game to see such as UI mods, etc.)
Everything in MODULE folder can only be seen where the module is seen.
== ON TALKTABLES ==
Make sure you copy over your talktable otherwise you'll only see the
item file name in paranthesis like (gen_im_wtvrwtvr). The talktable must also be in the CORE\\\\data folder or else the when the game cannot fully access the module, it will not read.
When copied over make sure you change your file name. For core talktables the struct. must be
PROJECT_UID + _C _ + _LANG_UAGE
for example your project UID is WOLF_SHOP, your project's language or the language of your talk table is english so it would be EN-US. So all together it would be wolf_shop_c_en-us.tlk
Modifié par KigenBarzhad, 19 mars 2010 - 03:40 .





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