Has anyone had blanks appear in-game for strings?
chimeric
Member Posts: 1,163
Has anyone had this problem: you make some items, make some new dialog.tlk entries, assign them to the items, but in the game they don't appear - they are blanks?
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If it's NearInfinity then... I dunno. Things like this is why people always advise you add new entries via WeiDU instead.
NearInfinity is the updated tool, as I said in your other thread. But neither dtclep nor NearInfinity is ideal for what you are trying to do. Weidu is the way to go.
When I go to the dentist the next time and he asks what's wrong with my teeth, I'll just say "command line interface."
Oh you poor tormented soul.
You can write entire setup files in your text editor of choice for weidu to use.
It sounds like the first thing you need to do is delete your current install. Yes, you may lose some work but it sounds like you have seriously corrupted things if you are missing strings elsewhere now and BGEE is crashing a lot.
So uninstall, then check your game folder, delete any fragments or remaining items, reinstall then start with a nice clean install.
Then follow the great advice from the guys in this thread...
To @subtledoctor and everybody who wrote about the code: thanks, I'll read it all tomorrow. Too tired today. Hey, will somebody please try to use these two wav files for an ambient somewhere? I'd appreciate it and put you in the credits when something gets done. Just stick them somewhere and see if they actually play. I have no clue why, but I put them in place with NI and they crashed my game.
http://www.megafileupload.com/blbW/Ambient.rar
There's a lot of examples and explanations for commands here
A couple more questions while I'm at it: 1) what are "ticks" in spell duration? 2) what is absolute duration? 3) is it possible to have more than one creature with the same filename and the same .cre extension (e.g. by drawing on a resource in another folder?)
I have looked at some mods, I just don't know any that introduce new spells outside of the tlk.
With filenames I meant this: suppose I want to have several versions of an NPC, say Edwin. Edwin in his early years, in his later years and so on. Scripts probably refer to EDWIN.CRE, so if I make copies with different file names, various banters etc. won't trigger. But if I could make more EDWIN.CRE files in other folders and instruct the game to replace this one... No?
Also, the system was not devised for convenience, but interoperability and cooperation. People here cooperate with each other in a friendly fashion.