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#589898 28/09/16 07:27 AM
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Hey Guys,

Need your help again. I want to create my own Roadsigns but i really don't get it to work. It seems that the sogns get their directions from reference in a specific file like “CYS_West“. I looked through so much files but the only occurence of that reference was in the Localization txt but if i change something there nothing happens. Maybe it needs some scripting?

Then there's also this thing regionnames appearing on the screen when you enter one, like in the main game. I'd also like to know how this works but i have no clue so far and also couldn't find anything related to it. So here also any help appreciated.

Thanks for your answers.

Last edited by vometia; 28/09/16 03:55 PM. Reason: title

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Did you look up an exiting one ?

They must have a 'story_use' action and the SignPost.itemScript item script assigned. It's probably enough to enter a newly created 'translated string key' in the SignPost parameters when assigning the script.

Create your own new string key in the 'Translated String Key' editor. It's the icon between the 'Keyword editor' and the 'Texture Atlas Editor'.

I have never tested sing posts myself, but I assume, this is how it works. Looked up the sign outside the Cyseal north gate.

Region names are also translated string keys. If you create a new region, the editor will complain about not finding a name for the new region. You can enter a region name the exact same way, it does not even matter how you name the file or the files if you create more than one.

The string key files you create in the editor will end up in Data\Mods\<YourMod>\Localization. The game picks them up from there.

All messages you display - for example in Osiris with CharacterDisplayText() - are translated string keys. If you create a new stat entry for a new item, you either enter the name in the root template directly or you enter the item's name as a translated string key with the name of the stat as the key. If neither the root template nor the stat that uses it have a translated string key, there will be an empty name field in the tooltip for the item.
So it is pretty important to know this tool. (Kind of a key-value database.)


If you extracted the .pak files, you can find the used keys in Data\Mods\Main\Localization\Signposts.lsb. If you unpack this one - there's probably an .lsf version in MainLSF.pak - you can see it in clear text in an XML file. (The signpost I looked up uses "CYS_North2Sign" which can be found there.)

Note that all predefined string keys have a pointer into the localization file (that's the handle="..." field withing the entries, which you can only see in unpacked LSBs). The editors 'TranslatedStringKey' editor will not give you a chance to enter this pointer in your own string key file. ... and we don't have a simple way to provide localization anyway, so it does not matter.


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Ok well, thanks for your answer. So i belive my first guess was not that bad. I thought about the TranslatedStringKey tool because i also found that Signposts.lsb But now there's another problem which i have to fix first. When i tried to use that editor my D:OS EE engine always crashed. I just thought, well ok just a tool that is broken, so it wont have anything to do with it. But it looks like i was wrong and it's a very important tool. Guess i'll need to get that to work :S


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If the editor crashes on startup, then it's a wrong configuration, most likely wrong directories. Delete the config in the editor's directory, I think it's Config.xml and restart the editor, enter correct paths then. There are several threads describing that, probably somewhere in the stickies.


If the editor crashes when you load the mod, then there's probably a typo somewhere in the stat files. Happened to me a couple of times that the editor crashed when loading my mod.
It's usually then that a stat entry has a typo or the type is missing.

Example, the sheep shears have the following stats

Code
new entry "TOOL_Shears_A"
type "Weapon"
using "_Daggers"
data "Act part" "1"
data "Requirements" "Dexterity 5"
data "Damage" "1"
data "Value" "1"


Now, the included _Daggers would already contain the 'type "Weapon"'. Still the editor crashes when it's missing or when there's a typo in the 'type' line. (I make changes in a text editor because I don't have Excel, but of course that is dangerous...)
Would require an answer from Larian why a missing line causes a crash when it could be taken from the include, but it is how it is. You know it now and have a starting point to search for errors.

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Originally Posted by NuclearToast
Ok well, thanks for your answer. So i belive my first guess was not that bad. I thought about the TranslatedStringKey tool because i also found that Signposts.lsb But now there's another problem which i have to fix first. When i tried to use that editor my D:OS EE engine always crashed. I just thought, well ok just a tool that is broken, so it wont have anything to do with it. But it looks like i was wrong and it's a very important tool. Guess i'll need to get that to work :S

You can always create such a file manually, unpack it, rename it, change the contents of the XML and repack it as LSB. Don't forget to remove the 'handle="..."' part.

You need Norbyte's extractor to do all that.

There might be people who know why the engine crashes on this editor ... and maybe only on this one. You could try to remove any files you have in Mods\...\Localization and Public\...\Localization which might be corrupted.


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I really appreciate your readiness to help but i already knew the things from your first post and i don't really get the second...it's only my TranslatedStringKeys Tool that makes the editor crash...i also never tried to use it before and i never modified any localization files. And i already unpacked all of the maingame paks into a seperate folder.

EDIT 1: Ok i got it now, it seems that it puts out a windows errormessage, i think it's something with my system that is wrong...it says that "System.Data, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" has not been found...

EDIT 2: Ok solved, seemed like my .NET framework was somehow corrupt, did a quick repair with the installer and now it works. Thanks any way for your tips and effort FrauBlake

Last edited by NuclearToast; 28/09/16 06:21 PM.

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You're welcome.

A problem with .NET would have been my guess if you hadn't found out yourself.

Good luck with your mod!


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