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Because of your report I rechecked my translation mod against the english version of the text files and I found several changes which were not present in the german text files. Maybe you can check your french version, if they also have the same issues: Check the IDs of the following files: https://github.com/AurelioSilver/pillarsofeternity-2-german-patch/commit/1dcf69a648e85646082a199a7c29d264fce320df
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Aurelio replied to Hafenguy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
To make the mod available in german you need to do the same modifications to the german text files. -
You could take a look at the typo changes in the Community Patch file. In this directory: CommunityPatchTypos\localized is a folder called en. Just create a folder named fr and the put changed files in there. E.g. CommunityPatchTypos\localized\fr\text\conversations\05_neketaka_artisans_district\05_cv_bathhouse_tola.stringtable Just put fixed text with its correspondinng ID in the file. Depending on the load order, the text files from mods overwrite the existing text ids. A fixed version of the Concussive Tranquilizer entry could look like this: CommunityPatchTypos\localized\fr\text\game\abilities.stringtable <?xml version="1.0" encoding="utf-8"?> <StringTableFile xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Name>game\abilities</Name> <NextEntryID>1</NextEntryID> <EntryCount>3365</EntryCount> <Entries> <Entry> <ID>2527</ID> <DefaultText>(Tranquillisant étourdissant) - Réduit la durée des effets bénéfiques sur la cible.</DefaultText> <FemaleText /> </Entry> </Entries> </StringTableFile>
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The typo file is only for the english version. There are other mods which fixes the translation for e. g. german or russian. I have also some updated german files for the community mod. But was never updated on nexus: https://github.com/AurelioSilver/pillarsofeternity-2-german-patch/tree/master/Community_Patch_Mod
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Well, for the existing games it does not matter.
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Aurelio replied to Hafenguy's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
The question was not asked on a font mod but on steam for my german version of the "Enchanced User Interface" mod, which does not do scaling. https://steamcommunity.com/sharedfiles/filedetails/?id=1765771483 -
I am inquiring for someone who has noticed inconsistencies with some weapons. Those sabres are all missing the attribute sharp. All other sabres are sharp. Why is that? He thinks, if this is intentional, then at least the weapon description should reflect this. - Beza's Toothed Blade - St. Drogga's Skull The mace Frostfall has a lower base penetration (8) than all other maces (9). Bug or intentional?
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Ok, I found another place with the issue and not with and missing text entry node. This is the conversation node ID 35 which leads to ID 37. PillarsOfEternityII_Data\exported\design\conversations\28_drowned_barrows\28_cv_aduk.conversationbundle Stewardship will be considered. { "$type": "OEIFormats.FlowCharts.Conversations.PlayerResponseNode, OEIFormats", "NotSkippable": false, "IsQuestionNode": false, "HideSpeaker": false, "IsTempText": false, "PlayVOAs3DSound": false, "PlayType": 0, "Persistence": 3, "NoPlayRandomWeight": 0, "VOPositioning": 0, "DisplayType": 1, "NodeID": 35, "ContainerNodeID": -1, "Links": [ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 35, "ToNodeID": 37, "PointsToGhost": true, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } } ], "ClassExtender": { "ExtendedProperties": [ "SpeakerAnimation,0", "ListenerAnimation,0", "DoNotClearText,False", "FocusedSpeaker,", "VOEventOverride,None" ] }, "Conditionals": { "Operator": 0, "Components": [] }, "OnEnterScripts": [ { "Data": { "FullName": "Void DispositionAddPoints(Guid, Guid)", "Parameters": [ "6d4a08e8-3b00-4abc-b786-ec051f0f3b8a", "54772c0d-cf3f-4589-8cab-9f3601d575c2" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1769062230, "ParameterHash": -1500557251 }, "Conditional": { "Operator": 0, "Components": [] } }, { "Data": { "FullName": "Void TriggerTopic(Guid, Guid, Guid, Boolean)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "62b80708-269f-4bc6-a737-5f328db35370", "54772c0d-cf3f-4589-8cab-9f3601d575c2", "True" ], "Flags": "", "UnrealCall": "", "FunctionHash": -1675420349, "ParameterHash": -1003693522 }, "Conditional": { "Operator": 0, "Components": [] } } ], "OnExitScripts": [], "OnUpdateScripts": [] }, If I change the following line from "Pro-Stewardship" (62b80708-269f-4bc6-a737-5f328db35370) to "Pro-Tradition" (e79eabe7-8d68-4cf4-9a07-3e84b154d6ec) the conversion will be displayed on the reputation wheel with a tradition icon. If its stewardship only the stewardship icon will be displayed and with empty text boxes. So the bug is not in the stringtable file but on how the stewardship relation changes are displayed. But I really dont know where to look at or if the bug is in the compiled code. { "Data": { "FullName": "Void TriggerTopic(Guid, Guid, Guid, Boolean)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "62b80708-269f-4bc6-a737-5f328db35370", "54772c0d-cf3f-4589-8cab-9f3601d575c2", "True" ], "Flags": "", "UnrealCall": "", "FunctionHash": -1675420349, "ParameterHash": -1003693522 }, "Conditional": { "Operator": 0, "Components": [] } } From the characters.gamedatabundle file: { "$type": "Game.GameData.TopicGameData, Assembly-CSharp", "DebugName": "Pro-Stewardship", "ID": "62b80708-269f-4bc6-a737-5f328db35370", "Components": [{ "$type": "Game.GameData.TopicComponent, Assembly-CSharp", "Value": 3, "DisplayName": 37, "Icon": "gui/icons/gamesystems/pro_stewardship.png", "CircularIcon": "gui/icons/gamesystems/rep_pro_stewardship.png", "NegativeDescription": 49, "PositiveDescription": 48 } ] }, { "$type": "Game.GameData.TopicGameData, Assembly-CSharp", "DebugName": "Pro-Tradition", "ID": "e79eabe7-8d68-4cf4-9a07-3e84b154d6ec", "Components": [{ "$type": "Game.GameData.TopicComponent, Assembly-CSharp", "Value": 4, "DisplayName": 15, "Icon": "gui/icons/gamesystems/pro_tradition.png", "CircularIcon": "gui/icons/gamesystems/rep_pro_tradition.png", "NegativeDescription": 42, "PositiveDescription": 43 } ] }
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Hi, there is the following dialog and I find the sentence from Xoti a bit odd. Player: "What can you tell me about that creature?" Vatnir: "I don't know what to tell you. It's a dragon. Or looks like one. And rotten enough that linking it to the god of decay seemed reasonable." Xoti: "You were full of horse apples, you mean." She puffs out her cheeks. Vatnir: "This place is holy to him, so perhaps I'm not wrong." What does she mean with full of horse apples?
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Ok, the fix I proposed might not be a real fix, because I'm skipping NoteID 118. This node 14. The node ID corrosponds to the text ids. So from NodeID 14 we move to NodeID 118 { "$type": "OEIFormats.FlowCharts.Conversations.TalkNode, OEIFormats", "EmotionType": "", "EmotionStrength": 0.5, "PersistEmotion": true, "EmotionDelay": 0.0, "SpeakerGuid": "8b9a32d7-3530-4f41-8ca5-08f80776ad5c", "ListenerGuid": "b1a8e901-0000-0000-0000-000000000000", "ExternalVO": "", "HasVO": true, "NotSkippable": false, "IsQuestionNode": false, "HideSpeaker": false, "IsTempText": false, "PlayVOAs3DSound": false, "PlayType": 0, "Persistence": 0, "NoPlayRandomWeight": 0, "VOPositioning": 0, "DisplayType": 1, "NodeID": 14, "ContainerNodeID": -1, "Links": [ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 14, "ToNodeID": 118, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } } ], "ClassExtender": { "ExtendedProperties": [ "SpeakerAnimation,0", "ListenerAnimation,0", "DoNotClearText,False", "FocusedSpeaker,8b9a32d7-3530-4f41-8ca5-08f80776ad5c", "VOEventOverride,None" ] }, "Conditionals": { "Operator": 0, "Components": [] }, "OnEnterScripts": [], "OnExitScripts": [], "OnUpdateScripts": [] }, The stringtable ID for NodeID 118 does not exist in the file conversations\03_neketaka_vailian_district\03_cv_rtc_soldiers.stingtable This NodeID 118: There are 4 links to other nodes, 15, 117, 16 and 17. I don't know how the game chooses which link it follows. In my game it follows link 117. This is the text I see in the dialog. So it silently follows from NodeID 14 to 118 and then to 117. This dialog triggers a reputation change. Because ID 118 does not exist in the stringtable file, missing 118 is shown on the reputation screen. There should have been the text of ID 117. So is this an oversight from the developers or how is this supposed to be fixed? I just noticed that ID 14 is TalkNode while 118 is a ScriptNode. But still the game tries to use the text from nonexisting id 118 from the stringtable file. { "$type": "OEIFormats.FlowCharts.Conversations.ScriptNode, OEIFormats", "RequiresValidChildNode": false, "NotSkippable": false, "IsQuestionNode": false, "HideSpeaker": false, "IsTempText": false, "PlayVOAs3DSound": false, "PlayType": 0, "Persistence": 0, "NoPlayRandomWeight": 0, "VOPositioning": 0, "DisplayType": 0, "NodeID": 118, "ContainerNodeID": -1, "Links": [ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 118, "ToNodeID": 15, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } }, { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 118, "ToNodeID": 117, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } }, { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 118, "ToNodeID": 16, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsCulture(Guid, Guid)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "59a4c801-24af-4fd8-bb6e-39c5c0b4ca5d" ], "Flags": "", "UnrealCall": "", "FunctionHash": -714406469, "ParameterHash": -855385635 }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasConversationNodeBeenPlayed(Guid, Int32)", "Parameters": [ "b6373521-9602-4f01-a0ad-b3bd2d49edb1", "117" ], "Flags": "", "UnrealCall": "", "FunctionHash": -1870187966, "ParameterHash": 748013732 }, "Not": true, "Operator": 0 } ] }, "ClassExtender": { "ExtendedProperties": [] } }, { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 118, "ToNodeID": 17, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } } ], "ClassExtender": { "ExtendedProperties": [ "SpeakerAnimation,0", "ListenerAnimation,0", "DoNotClearText,False", "FocusedSpeaker,", "VOEventOverride,None" ] }, "Conditionals": { "Operator": 0, "Components": [] }, "OnEnterScripts": [], "OnExitScripts": [], "OnUpdateScripts": [] },