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Aurelio

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Everything posted by Aurelio

  1. To make the mod available in german you need to do the same modifications to the german text files.
  2. 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>
  3. 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
  4. 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
  5. 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?
  6. 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 } ] }
  7. Thanks you for the explaination. Still thinking about, if I should alter the translation a bit. In german the original translation does not make much sense. Maybe somethink like: Yeah, right, you can't even tell horse apples from potatoes (also called earth apples in german) .
  8. 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?
  9. 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": [] },
  10. Ok, good. Wil try that. But I really need now help from a dev, I think, to see, if the text not beeing displayed could be fixed somehow...
  11. I have now noticed, that all dialogs with Stewardship and Autonomy do not show any text on the reputation screen. (e.g Main char vs Aloth) It seems the definition of these windows is somehow broken? And it seems only to affect dialogs with Aloth.
  12. To answer my own question... In the file PillarsOfEternityII_Data\exported\design\conversations\03_neketaka_vailian_district\03_cv_rtc_soldiers.conversationbundle At line 860 you have to change "ToNodeID": 118, to "ToNodeID": 117, to fix the bug. Question: Is it possible to provide a fixed 03_cv_rtc_soldiers.conversationbundle to the override folder without disablling achivements etc? Still I have other dialogs, where the text strings are not displayed as missing but just do not show anything. Not sure how to fix that.
  13. Hi, where is the relation overview construtced? E.G Xoti vs Maia. I have the following conversation between Shrimp and Maia. conversations\03_neketaka_vailian_district\03_cv_rtc_soldiers.stingtable <Entry> <ID>14</ID> <DefaultText>"I was but a face in the crowd, but I remember the one who walked out of Hadret House alive." He claps you on the shoulder again - harder - and this time you recognize inebriation behind his enthusiasm.</DefaultText> <FemaleText /> </Entry> <Entry> <ID>117</ID> <DefaultText>"To Tākowa. May our enemies crumple under cannon shot." Maia winks at the sailors and raises a fist.</DefaultText> <FemaleText /> </Entry> This will create an entry in the relation overview, however a string will be listed as missing with the ID 118. I believe the string which should be there is ID 117. If I manually add an entry 118 in the file conversations\03_neketaka_vailian_district\03_cv_rtc_soldiers.stingtable that text will be displayed. ID 118 is missing from this file in any language. But where is it defined which ID will be used?
  14. I doubt its a 32bit issue because people managed it to run. It seems to be more permission related. Try the solution from the thread or try to refund the game. I doubt you will receive support from Obsidian, there will be no further patches etc imho.
  15. How it is written can make a big difference. I have books where I read half a page and forgot what I read or didn't understand.... Stanislaw Lem: Fiasco is one of those books. Terry Goodking: The Sword of Truth books, on the other hand, are easy to read. My brother usually took months to read books. Theses ones he read in less than a week. I have been working on the German translation mods
  16. Reading a good book where you are familiar with the story might help. Teenage books, maybe something by Enid Blyton. Reading a good book, where you are familiar with the story, could help. Teenager books, maybe something from Enid Blyton. Or watch Sesame Street, Die Sendung mit der Maus ( The show with the mouse). But to really learn the language, you need a teacher and a way to speak the language regularly.
  17. If you want to play it in German, I recommend to install the German translation mod which fixes a lot of grammar and spelling mistakes. It also corrects bad or incorrect translations. I'm not sure if playing Pillars is a good way to learn German and how good your German skills are now. Maybe try something easier like LucasArts Adventures?
  18. MaxQuest does not seem to be very active anymore. I sent him a PM, but no reply yet. If you are interested into a german translation of the basic and extended community mod, then you can grab the files from here: https://github.com/AurelioSilver/pillarsofeternity-2-german-patch/tree/master/Community_Patch_Mod
  19. Great! Notepad++ is a very good tool and yet free. When creating the german translation mod for steam I also used the "XML Tool" Plugin for Notepad++ alot. With the "Validate now" option and this file, you can check for syntax errors of the XMLfile or for duplicated IDs. https://raw.githubusercontent.com/AurelioSilver/pillarsofeternity-2-german-patch/master/translation_helper/stringtable.xsd This was pretty handy because e.g. I had to copy all IDs from the various gui.stringtable files in the laxx subfolders into one huge gui.stringtable file. With the following file and the option "XSL Transformation" I could sort all IDs and then check for duplicated IDS and throw them out. https://raw.githubusercontent.com/AurelioSilver/pillarsofeternity-2-german-patch/master/translation_helper/sort.xsl I also found some ID strings this way, which were translated slightly differently, even when it was the same ID.
  20. I always use notepad++ and the "search in files" option with subdirectories. If you know the text you are looking for it should be easy to find all spots where the text is used.
  21. Do you have an example? An ID in the text file which is easy to test? So you have only the type addon activated and it still does not work?
  22. The improved UI Mod also replaces text. In fact that's how this mod works. It adds symbols and additional text to the existing text lines. If there is a spelling error in the text and is loaded last, then this text will be displayed.
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