Pillars of Eternity
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fyonlecg

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fyonlecg

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10 comments

  1. MasterLokito
    MasterLokito
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    Hello. Firstly, sorry for my poor English. I'm using Google to help me with this post.
    Do your MODs work in fan-made translations?
    I took a little look at this and there is a folder called localized, which has a file with some dialogs. I compared the file with what I have of the translation made by the fan community and apparently the structure is the same.
    I refer to the file px2_03_si_skel_hand_swing.stringtable
    If I take the file translated by the community and exchange it for yours, will I keep the corrections with the translation into my language?
    Apparently only this mod here has the localized folder, so we're in doubt about his other mods like Banter Booster and
    All Companion Comments.
    Thanks. And thanks again for making time for the MODs.
    1. fyonlecg
      fyonlecg
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      Banter Booster and All Companion Comments should work with any translation. Conversation Fixes may be missing one small fix if you're using a fan translation (but all official translations should work). If you want to add the fix yourself, in the px2_03_si_skel_hand_swing.stringtable for your language, replace the text [Slot 0] with the text [Specified 0] for the entries with IDs 20 and 21. All other fixes in this mod should work with any translation.
    2. MasterLokito
      MasterLokito
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      Thanks for the quick response!
      Now a small and last (I think hahaha) doubt:
      Your corrections from the -localized- folder are separated by languages, en, de, es, fr pl...
      The fan translation I use is in the name folder -pt-
      Will your mod recognize this folder normally to apply the corrections when I modify the px2_03_si_skel_hand_swing.stringtable file and place it in a folder with the same name -pt-?
      How can I explain it better...generally fan translations use English files and we simply replace the translated files with the originals. This PoE Fan translation adds a new folder (named pt) to the localized folder. Nothing is replaced.
      That's why the question is: Will your mod automatically recognize it?
    3. fyonlecg
      fyonlecg
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      As long as you make the change to the px2_03_si_skel_hand_swing.stringtable file in the pt folder, the fix should work. It doesn't require another part of my mod to "recognize" it.
  2. VerNOX21
    VerNOX21
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    Please tell me if the mod is compatible with the Steam Beta recent version? Haven't they corrected something in themselves that is also being corrected in yours?
    1. fyonlecg
      fyonlecg
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      No, it's not compatible. I know what I need to update, but I probably won't update this mod until that patch goes live. And, as far as I can tell, none of the issues this mod fixes are fixed by that patch.
    2. VerNOX21
      VerNOX21
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      It's sad. As usual, you have to choose. In my case, this is performance vs the absence of errors)
  3. marubache
    marubache
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    Thank you so much for work and effort creating these mods.
  4. Kvellen
    Kvellen
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    Hey there, I have found a minor conversation bug you might be interested in addressing relating to one of the choices during the quest Sacrificial Bloodlines. The issue doesn't really affect anything in PoE but does result in a pretty jarring continuity mistake when importing a PoE save into Deadfire.
    Spoiler:  
    Show
    From what I can tell when choosing to sacrifice Vela the variable "n_Vela_State" isn't set back to "0". This leads to her showing up on the player's ship in the second game.


    Thanks for putting these mods together, really looking forward to using this and the Tyranny version in future playthroughs!
  5. eclatriomphe
    eclatriomphe
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    Wow because I need to use -force-d3d11 option via steam for Auto HDR of Windows 11, I've given up to use patcher related mod... Now I know how to launch with the mods without patcher, I now can use all the mods I've not been able to! You would not know how much joyful I'm now. It's so good... Thank you!!!!!!