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Xaratas

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Everything posted by Xaratas

  1. *edit* Invalid post, strings are where they should be, but playing with the stringtables can confuse the game.
  2. *edit* Invalid post, strings are where they should be, but playing with the stringtables can confuse the game.
  3. Shiptooltips are above the brezel. The idle and attack marker are above the center, but not above the messagebox …
  4. War mir gar nicht bewusst, dass das in unserer Macht liegt. Danke an Kilay. https://github.com/Xaratas/pillarsofeternity-2-Enhanced-UI/blob/master/enhanced_ui_affliction_inspiration/EnhancedUI-NewKeywords.gamedatabundle Wir können damit der Enzyklopädie beliebiges Zeug hinzufügen. Z.B. die Schadensarten, die der Patch 1.1 verhunzt hat.
  5. It's not steam only. I can not visit the Luminous Adra Mill any more. And i have the Gog version.
  6. Didn't I report that in the beta? *edit* Yes I did https://forums.obsidian.net/topic/94911-more-ui-stuff/?p=1958684
  7. Hey yourang, the forum did not like your files. It is very picky, sizewise and filetype wise. Use sendspace.com or dropbox or google or megaupload, or anything other than this forum to share the files.
  8. Bunte Farben für alle! https://www.nexusmods.com/pillarsofeternity2/mods/32 Ich glaube ich habe jetzt an genug Stellen geschrieben, das die Deutsche Sprache aus dem Paket auch die Deutsche Übersetzung aus unserem Paket benötigt. Ich hab 2 gif zum zeigen angehängt. Für die Schadensart Icons habe ich das Gefühl, die wären durch die deutsche Wortzusammensetzung besser vor Brand-, Frostschaden usw. aufgehoben und nicht wie im englischem hinter dem Wort.
  9. The first ability popup from the KI Editor is behind the text layer of the ability selection window.
  10. From the 1.1.0 Patchnotes: [qoute]The "Stash" glossary entry is no longer parented under "Damage Types". "Slashing" glossary entry is now parented under "Damage Types". Nope, does not work. Now only the damage type “raw damage” is linked. Stash has its own Page now.
  11. [qoute]The "Stash" glossary entry is no longer parented under "Damage Types". "Slashing" glossary entry is now parented under "Damage Types". Nope, does not work. Now only the damage type “raw damage” is linked.
  12. Ok, Version 0.6 ist jetzt auf Nexus. https://www.nexusmods.com/pillarsofeternity2/mods/5?tab=files
  13. So, bin wieder zuhause, werde mal sehen was jetzt noch ansteht. Eine PM von Nexus z.B.
  14. Sieht aus, als sind da farbige Symbole genommen, die auf die Schwarz / weiß Konvertierung nicht sonderlich ansprechen. Kannst du das mal mit den Bildern aus dem How to thread abgleichen?
  15. https://github.com/AurelioSilver/pillarsofeternity-2-german-patch/wiki Ich hab unten mal das Wiki erweitert. Falls wer bei der Rechtschreibkontrolle über dort nicht hingehörige Großschreibung stolpert. Sollten die allgemeinen Wirkungsbezeichner auch bunt werden? „Intellektwirkungen“, „Entschlossenheitsinpiration“ usw. Die Vorlage von Spherikal hat das. Ich habs bis jetzt nicht programmiert.
  16. Ich weiß nicht, wie wir das immer schaffen Aurelio, aber wir arbeiten schon wieder an den gleichen Texten Super, das du dich den Fähigkeiten annimmst, da ist einiges im Argen. (Ganz zu schweigen von den anderen Übersetzungen, ich weiß nicht, wie die Leute das Spiel überhaupt verstehen)
  17. I did not test it myself, but as far as i understand it the override system goes after alphabetical order and the last one wins. So yes, renaming the folders should order them.
  18. Yes, just copy the two lines from the orginal file. The icons from BMacs list, the non white icons can be very hard to read in the normal text display, that's why the first picture got lighten up: https://imgur.com/a/IpwfSHD icon_ship_defender and reputationicon_gulletropau did not work. The icons with _s for small behave differently, they are placed way above the line, so the got their own lines at the bottom. A few of the ship icons are also not 1 line height. Important: All icon names must be written in lowercase. Sprites have a direct color attribute. <sprite="Inline" name="action_hold" tint=1 color=#FF0000>
  19. Hi kilay, i saw your italian mod on nexus, was quite close to write you yesterday, but it was 4am. You are currently overwriting the orginal files, which is not good. It removes you patched texts with each PoE patch. A better approach is to either make a whole new language, as we have done for the german fix. But then you have to add all new strings with each new patch. Or to use the override folder and override only what needs to be changed. If you have different female forms use the FemaleText. Fill it with the whole DefaultText text but in female form. It doesn't matter if the english version has one for that id.
  20. Updated first post: Added a Block about the file validation. Linked BMacs icon list. Added general text handling and iconographies.
  21. Notice: Never ever have 2 times the same ID in one stringtable. The game silently locks up at starting and you get the spinnig gears on the resume and load buttons. The output.log says there was a stringtable error with duplicated id, but it does not say which. So I think I have to enhance the xml shema validation tool and write a bit about it.
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