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Seamhainn
01-13-2008, 03:18 AM
Hello!

I know I ask alot of questions lately, and I hope I don't annoy the community with those. I also want to thank everybody who offered help!!!

My question is as follows:

I want to change the Name field in a .utd file for a door. I thought I have to change that manually. But I got the .utd file in question from a player with the English version (I have the German version). But when I opened the file from the english player - surprice, surpise - the German names are written there. Where/how is the connection created here (.git file maybe)?

Thanks and take care

Stream
01-13-2008, 04:17 AM
Whenever I've need to change the name of a door I just do it in KoTOR Tool and everything is fine, try that and see how it goes.

Don't forget to leave the tags the same and then place the .utd in the override folder or package it in a .mod file.

And don't worry about asking too many questions dude it's what we're all here for.

--Stream

Seamhainn
01-13-2008, 04:40 AM
Whenever I've need to change the name of a door I just do it in KoTOR Tool and everything is fine, try that and see how it goes.

Don't forget to leave the tags the same and then place the .utd in the override folder or package it in a .mod file.

--Stream

That is exactly what I did to make the changes. I just wanted to know how the game engine functions. Thanks for the answer!

stoffe
01-13-2008, 09:21 AM
I want to change the Name field in a .utd file for a door. I thought I have to change that manually. But I got the .utd file in question from a player with the English version (I have the German version). But when I opened the file from the english player - surprice, surpise - the German names are written there. Where/how is the connection created here (.git file maybe)?


The name of a door is stored as an ExoLocString field. This type of field is special in that it can both hold a reference (StrRef) to a text string within the dialog.tlk file, and it can contain local text strings itself for the different language settings the game supports. All standard text strings in the game are found in the dialog.tlk, while mods usually store the text strings locally in the ExoLocString field.

So in your case the door template you got from the English player most likely used a dialog.tlk reference to a standard text string for the name. Since your dialog.tlk file contains the german strings (while his/hers contain the English ones) you will see the German name while they will see the English one.

Seamhainn
01-13-2008, 02:05 PM
The name of a door is stored as an ExoLocString field. This type of field is special in that it can both hold a reference (StrRef) to a text string within the dialog.tlk file, and it can contain local text strings itself for the different language settings the game supports. All standard text strings in the game are found in the dialog.tlk, while mods usually store the text strings locally in the ExoLocString field.

So in your case the door template you got from the English player most likely used a dialog.tlk reference to a standard text string for the name. Since your dialog.tlk file contains the german strings (while his/hers contain the English ones) you will see the German name while they will see the English one.

What can I say? Thanks!