в 1.5, видимо, добавили новые предметы. с text_ui_items который в комплекте, они получаются просто без названия в инвентаре. а книги без текста, если их читать. я заменил файл донор на новый из клиента игры - теперь имена нормально отображаются, но тэги у этих вещей не появляется.
Thanks a lot for your awesome tool! It works great with your base files and I could create a custom tagged version. Endorsed!
I found a way if I want to use another base original_table.xml file than the included one in your folder.
Spoiler:
Show
- I put the other file into the Base folder and replace your original_table.xml - I must search with Notepad++ through this whole file for the used custom tags there. I remove all your entries in the original_tags.lst and add all found custom tags of the other base file. - I copy/paste the entries of the modified original_tags.Ist into the user_tags.lst - I modify the user_tags.Ist to my own tags - I place for example the original vanilla German text_ui_items.xml into the Input folder - I open your program and do all needed steps - Then the custom text_ui_items.xml will be created in the Output folder. - I include this new custom text_ui_items.xml into my german_xml.pak and place it into my mod
Since the new patch it is possible to add our custom localization files without the need to overwrite any vanilla localization directly in the \Localization folder of the game. https://wiki.nexusmods.com/index.php/Modding_guide_for_KCD
Spoiler:
Show
First the game loads the original file here: C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Localization\*LANGUAGE*_xml.pak
If then is a custom localization file included in the own mod in the folder below, then the modded file will overwrite the original file above. C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Mods\***MODNAME***\Localization
So I placed my own german_xml.pak into my mod folder above and I just had to include the changed text_ui_items.xml and no other files. It works fine!
My question is if there is an easier/faster way to find in the other orignal_table.xml the tags which are used there?
I used Notepad++ with a compare plugin and compared the German vanilla file with the other orignal_table.xml and searched through the whole file.
Thanks for the tip, bro! Its a lot more easier. About your question: i dont really understand why you need to switch original_table file. This file is Hislamls text_ui_tems.xml with manualy tagged strings. He did a loooot of work, to rewrite over thousand string by his very hands))) The only how this file is used by this app is to find and remember tagged string name (like "ui_nm_%name%) and tag index, so then it finds those strings in your localization xml and add your taggs with the same id.. You place your german text_ui_items.xml into Input folder, edit tags as you desire and press "Add Tags" + "Save". Viola!! Thats it. Its doesnt matter what language is your Input text_ui_items.xml. String names are the same for all localizations. So.. i dont realy understand.. Anyway.. if you need this feature, i can try to reilize it, if you help me by providing delailed info about what exactly you need. I`ll be glad to help. If you want to use another tagged original_table, you need to know tags used there. Or.. if you dont know all tags, you must at least know tags format (like "[tag]" or "tag - " or "{tag}" or what ever) so we can find tagged strings. So.. i`ll be glad to help, bro.
Thanks and I'm glad that this information about the new localization loading structure helped you. :-) Yes exactly I know how big localization work is, as I do this since 2009 for many Total War games and the amount of the first work is massive. Also if the developers change afterwards lots of things in patches. Yes your tool is absolutely a masterpiece as it support all languages and it's working very good for me! This question came just up for me as I consider to use/try also another base file than Haslami's. As you described it, I would have to search one time through the whole localization for the used tags in there and then it is easy afterwards. No I guess that it is not needed that you use your limited modding time to create such a feature. As it would be also a big work for you. But thanks a lot for your reply and written thoughts about it.
Well its not a big deal, really.. i tell you what. You can contact me via private message and describe what kind of tool you need and what it should do exactly. I`m not promising you that it will be ready tomorro))) but if its possible we will figure out the algorithm and i`ll try to implement it.
Huge thanks AesmeDiv for your newest enhancements regarding the use of another base file if we need it! It worked absolutely fine in my tests. :-) Also the larger GUI is very well done. Congratulations for your new update!
Some changes made, please note: 1. Bit more wider interface (Doesnt effect anything) 2. Only for those who using this tool with custom "original_table" file: Tags in original_tags.lst must be spelled literaly as they present in original_table. Here is example: original_table.xml contains "Access - Torch" original_tags.lst must contain "Access - " (with spaces) If you use simple "Access", this tool will add Access tag to all strings starts with "Access" in original_table..
There is any way I can turn off the default separator? I'm trying to generate a partially tagged file (only weapons and armour, anything else is clear) but the app adds the " " to everything so the non tagged stuff get an space before it, for example " Map x".
My fault.. I dont have access to latest source code right now. The one i see doesn't have this feature enabled. This is my fault. I remember you didn't liked reworked version, so i suspect you using main one. Please, could you try reworked. Delete space in separator textbox, leave it blank and try. Then tell me is that worked out.
So I noticed that when you are making potions in the recipe book the title for the Poison potion got the tag that I set for Potions. It appears that the program adds the tag to both the 2087 and 9926 lines in the text_ui_items.xml. Only the 9926 line should be changed the 2087 line is just the potion books title. A quick note that in the original text_ui_items.xml they are lines 596 and 2187 with 596 being for the potion book and 2187 being the poison potion itself. Also I noticed that the Quilted Vest gets tagged with body 2 however it should be tagged with body 1. Cheers. No rush to fix these as it takes like 2 seconds to change these manually.
34 comments
Thank you Sir !
с text_ui_items который в комплекте, они получаются просто без названия в инвентаре. а книги без текста, если их читать.
я заменил файл донор на новый из клиента игры - теперь имена нормально отображаются, но тэги у этих вещей не появляется.
It was not started because of MSI Afterburner. now everything turned out.
I found a way if I want to use another base original_table.xml file than the included one in your folder.
- I put the other file into the Base folder and replace your original_table.xml
- I must search with Notepad++ through this whole file for the used custom tags there. I remove all your entries in the original_tags.lst and add all found custom tags of the other base file.
- I copy/paste the entries of the modified original_tags.Ist into the user_tags.lst
- I modify the user_tags.Ist to my own tags
- I place for example the original vanilla German text_ui_items.xml into the Input folder
- I open your program and do all needed steps
- Then the custom text_ui_items.xml will be created in the Output folder.
- I include this new custom text_ui_items.xml into my german_xml.pak and place it into my mod
Since the new patch it is possible to add our custom localization files without the need to overwrite any vanilla localization directly in the \Localization folder of the game.
https://wiki.nexusmods.com/index.php/Modding_guide_for_KCD
First the game loads the original file here:
C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Localization\*LANGUAGE*_xml.pak
If then is a custom localization file included in the own mod in the folder below, then the modded file will overwrite the original file above.
C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Mods\***MODNAME***\Localization
So I placed my own german_xml.pak into my mod folder above and I just had to include the changed text_ui_items.xml and no other files.
It works fine!
My question is if there is an easier/faster way to find in the other orignal_table.xml the tags which are used there?
I used Notepad++ with a compare plugin and compared the German vanilla file with the other orignal_table.xml and searched through the whole file.
About your question: i dont really understand why you need to switch original_table file. This file is Hislamls text_ui_tems.xml with manualy tagged strings. He did a loooot of work, to rewrite over thousand string by his very hands))) The only how this file is used by this app is to find and remember tagged string name (like "ui_nm_%name%) and tag index, so then it finds those strings in your localization xml and add your taggs with the same id..
You place your german text_ui_items.xml into Input folder, edit tags as you desire and press "Add Tags" + "Save". Viola!! Thats it. Its doesnt matter what language is your Input text_ui_items.xml. String names are the same for all localizations.
So.. i dont realy understand..
Anyway.. if you need this feature, i can try to reilize it, if you help me by providing delailed info about what exactly you need. I`ll be glad to help.
If you want to use another tagged original_table, you need to know tags used there. Or.. if you dont know all tags, you must at least know tags format (like "[tag]" or "tag - " or "{tag}" or what ever) so we can find tagged strings. So.. i`ll be glad to help, bro.
Yes exactly I know how big localization work is, as I do this since 2009 for many Total War games and the amount of the first work is massive. Also if the developers change afterwards lots of things in patches.
Yes your tool is absolutely a masterpiece as it support all languages and it's working very good for me!
This question came just up for me as I consider to use/try also another base file than Haslami's. As you described it, I would have to search one time through the whole localization for the used tags in there and then it is easy afterwards. No I guess that it is not needed that you use your limited modding time to create such a feature. As it would be also a big work for you. But thanks a lot for your reply and written thoughts about it.
Also the larger GUI is very well done. Congratulations for your new update!
1. Bit more wider interface (Doesnt effect anything)
2. Only for those who using this tool with custom "original_table" file:
Tags in original_tags.lst must be spelled literaly as they present in original_table. Here is example:
original_table.xml contains "Access - Torch"
original_tags.lst must contain "Access - " (with spaces)
If you use simple "Access", this tool will add Access tag to all strings starts with "Access" in original_table..
Below a german user_tags.lst if anyone needs it.
Zubehör
Alkohol
Waffe
Pfeil
Axt
Rumpf I
Rumpf II
Rumpf III
Rumpf IV
Bogen
Dolch
Würfel
Getränk
Fuß
Nahrung
Hand
Kopf I
Kopf II
Kopf III
Schwert (J)
Zutat
Schlüssel
Bein I
Bein II
Bein III
Schwert (L)
Wissen
Keule
Karte
Misc
Hals
Stange
Trank
Quest
Rezept
Ring
Säbel
Schild
Schwert (K)
Fertigkeit
Pferd - Sporen
Pferd - Zeug
Pferd - Decke
Pferd - Kopf
Pferd - Huf
Sonstiges
Pferd - Sattel
I'm trying to generate a partially tagged file (only weapons and armour, anything else is clear) but the app adds the " " to everything so the non tagged stuff get an space before it, for example " Map x".
I remember you didn't liked reworked version, so i suspect you using main one. Please, could you try reworked. Delete space in separator textbox, leave it blank and try. Then tell me is that worked out.
Ps. I can fix this only on monday. I apologize.
This app should have a lot more endorsements, It's really useful
Also I noticed that the Quilted Vest gets tagged with body 2 however it should be tagged with body 1.
Cheers. No rush to fix these as it takes like 2 seconds to change these manually.
Fixed.