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Everything posted by Xaratas
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All the functions listed
Xaratas replied to peardox's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Nice, and if you fire up ILSpy you get the parameter names and a bit docu for most of them For Example: Boolean HasKeyword(Guid, Guid) Package game.conditionals [ConditionalScript("Has Keyword", "Conditionals\\RPG")] [ScriptParam0("Object", "Object to test.", "", Scripts.BrowserType.ObjectGuid)] [ScriptParam1("Keyword", "Keyword to compare with", "", "09e6580a-15ce-451c-9abc-210d2dcfddb4", Scripts.BrowserType.GameData)] public static bool HasKeyword(Guid objectGuid, Guid keywordGuid) { CharacterStats characterStats = Scripts.TryGetComponentByGuid<CharacterStats>(objectGuid); KeywordGameData gameDataObject = ResourceManager.GetGameDataObject<KeywordGameData>(keywordGuid); return (bool)characterStats && characterStats.HasKeyword(gameDataObject); } -
r6025 runtime error
Xaratas replied to kl789's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Then, if you have Windows there should be some pointer in the eventviewer. Run this command and search around the time of the last crash: eventvwr -
r6025 runtime error
Xaratas replied to kl789's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
kl789 this needs more context. Upload the crashfolders in the PoE 2 install path to dropbox, mega, sendspace or any such service. With nothing at hand no one can investigate the reason of the crash. -
Typo thread
Xaratas replied to rone's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
<xg> is quite a helpful token (prevents autolinking). But there are some places, like the headline in the encyclopedie, which do not undergo the full text transformation. -
I talked Benetto the thief out, by saying to hamuto „he is mine“, „stay away guards“, „yes i am sure“, „come one i kill you now (attack)“ 3 NPCs got hostile. Hamuto and 2 of his 4? followers. The 3 died quickly, but for the quest they are not dead enough. I tried it 2 times. Same result. Harming the other 2 guards brings the whole map to an uproar.
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Oh man. Such … 4 pages. I am not even sure what i should say to you. But as one of the curators of the German translation fix I feel like I have to. Btw. hello Lord Mord. So we have some situation, in which the translation companies did excel translation again. And I can just see from the stringtables that the short texts are absolute hell. Without the actual game you have no chance to get them correct. Look at this: https://github.com/Xaratas/pillarsofeternity-2-german-patch/commit/c2ee2e6218ac6e515d83ff01142c18127847ef50 „Scaling“, just one word. No context, so „Entschuppen“ was a possible pick. If the translator never actually played the game (which I think they hadn't, as there was no „game“ at the time, not even a developer alpha to play with) he had no clue that the more correct translation is „skalierend“. Or the nice „Unlocked!“. That one carried over from PoE 1. You unlock doors and chests and and it's totally not „Freigeschaltet!“, even if that makes some sense in a game environment. It's „Aufgeschlossen!“ Then, mind the excel tables. Lines which go together, like ability names and descriptions are not necessarily next to each other. Some spells are even not ready when you get the texts (there were plenty of them which had plain values while developing which got later replaced by tokens to have some scaling effects). And then the keywords. For this mod https://www.nexusmods.com/pillarsofeternity2/mods/32?tab=posts I had to juggle with around 50 abilities to get the keywords in (and change words which were no longer true because of patches with nerfs). Without a game to see this all in action and combination it's totally not easy. What's way more game breaking were the broken replacement tags of all kind. That is stuff which a qa tester should have found. For myself the experience with the long texts in German is quite well. There are a few typos here and there, and a few minor things. But I haven't found apples auto-correct cluster**** yet. (In PoE 1 there were plenty of it.) So yes, you can be annoyed but bear in mind that 1 million words in Excelformat is not cool. On the other side, you can report the problems here in the forum. German has a fix ready, Italian has a fix ready, thanks to Kilay, Russian has a mod shortly. And this time Cdiaz is working to make sure the translators get the pointer to this forum and include all the found stuff to enhance future patches.
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- french
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Sorry I do not remember that interaction, and I could not look it up either. For the UI mod you have two options: a) Provide a full set of colored strings, like Kilay do for Italian b) Provide a list of all the words that are used for the effects. See the github link to see what I need. With a full set of them I can run the program to enhance the texts with icons. Then you have only to retranslate/modify those lines which do not use the keyword.
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Hm, for that one i could need a language assist. https://www.nexusmods.com/pillarsofeternity2/articles/7 To fill up the word forms in the other languages in my tool. https://github.com/Xaratas/pillarsofeternity-2-german-patch/blob/master/translation_helper/PoE2%20-%20eclipse%20project%20text%20normalisierer/src/base/StringtableFile.java#L804 I could look them up myself, but man, that's so hardcore if you don't know the rules by which the words change. Or if you can't even read the stuff like the chinese translation.
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Useful Tutorials and Links
Xaratas replied to BMac's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
*note* That also means that you can not use subfolders in your mod to split texts for different purposes. For example override\[yourmod]\blueThings\localized\en\text\game\gui.stringtable will not work. I suggest using such folder names, as I will do for the enhanced ui mod: override\[yourmod]_blueThings\localized\en\text\game\gui.stringtable override\[yourmod]_redThings\localized\en\text\game\gui.stringtable -
Urlaub ist gut Release ist draußen. https://www.nexusmods.com/pillarsofeternity2/mods/5?tab=description Die Bunten Farben bekommen auch gleich ein Update. Bunte Farben jetzt auch aktualisiert: https://www.nexusmods.com/pillarsofeternity2/mods/32?tab=files
- 440 replies
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- stringtable
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Da ist ein neuer Hotfix mit neuem DLC gewachsen. Ist ja direkt ein Grund ein Release zu machen. Wird noch etwas dauern, aber kommt.
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An den kommt man ran, wenn man auf den „xx notes“ link klickt. https://jesawyer.tumblr.com/post/175082312536/im-curious-as-to-what-the-conversation-editor Und um die fitzelbilder richtig sehen zu können,(welcher Arsch hat eigentlich 502px bei tumblr vorgegeben?), braucht man die Bildurl. https://78.media.tumblr.com/5fd6fcd541c7e8827d7c1b71c4894f0d/tumblr_inline_pamxcwDD4Z1ri73pi_1280.png ersetzt die cdn domain gegen die für s3 und die 1280 gegen raw. Und schon erhält man orginalgrößen. https://a.tumblr.com/5fd6fcd541c7e8827d7c1b71c4894f0d/tumblr_inline_pamxcwDD4Z1ri73pi_raw.png
- 440 replies
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- stringtable
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