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I've been trying to restore the speech mod template  back to full form, but it doesn't seem to be working. It remains the exact same.

 

Here's what the modmain reads:

STRINGS = GLOBAL.STRINGS-- CHANGE THIS TO REFER TO YOUR MOD'S SPEECH FILE (must be in the same folder as this file)modimport( "english_master.lua" )

And the english_master.lua:

STRINGS.CHARACTERS.WAXWELL.DESCRIBE.CUTGRASS = "Nope."

Ingame, Maxwell just says the default "The mundane stuff of the earth." quote for cut grass. Has there been some change to the code that handles quotes since the last time the speech mod template was updated?

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https://forums.kleientertainment.com/forums/topic/30077-speech-file-mod-problem/
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Just put

STRINGS.CHARACTERS.WAXWELL.DESCRIBE.CUTGRASS = "Nope."
in your modmain.lua?

 

I had tried that. No luck. I'll give it another go, though, just to be 100% sure.

 

EDIT: Confirmed, that doesn't work.

Edited by Silentdarkness1

I'm pretty sure you cannot do that to change existing characters lines, that only works with custom items, and defining strings for a new item, to find the existing ones i believe you have to go into that characters speech file

Uh, no. @WrathOf had a speech mod template that would let you change existing characters lines without changing the speech.lua files. I ran into this problem while trying to update it.

 

So, I repeat: Has a code change been made regarding the handling of quotes?

This should be all that you need

 

STRINGS = GLOBAL.STRINGS

STRINGS.CHARACTERS.WAXWELL.DESCRIBE.CUTGRASS = "Nope."
 

in your modmain.lua. You can change what existing characters say when loading a mod, @Blazingice26 is wrong there. Remember to load the mod from the mods menu and make sure you don't have any mods with identical mod names in modinfo.lua. Start up the game, harvest a piece of grass and examine it. Maxwell will say Nope.

 

There haven't been any large changes to how speech is handled, but you keep asking about @WrathOf's speech templates and I don't know what those are.

Edited by Heavenfall

Okay, um.....new problem.

 

It seems that the mod is auto-disabling itself for some reason. If I activate it in the mod menu, then go back to the mod menu after hitting ok, it's STILL disabled. And if done on a fresh launch, it says that the mod crashed.

 

All i've done is rename the mod name to XYXXY. Still stuck.

 

http://pastebin.com/hnT6XjxJ Log file.

Edited by Silentdarkness1

Okay, um.....new problem.

 

It seems that the mod is auto-disabling itself for some reason. If I activate it in the mod menu, then go back to the mod menu after hitting ok, it's STILL disabled. And if done on a fresh launch, it says that the mod crashed.

 

All i've done is rename the mod name to XYXXY. Still stuck.

 

http://pastebin.com/hnT6XjxJ Log file.

Yea that was happening for me to, maybe its the lack of content in the mod? anyways, force-enabling it makes it work :/

Yea that was happening for me to, maybe its the lack of content in the mod? anyways, force-enabling it makes it work :/

That's no good. What do I do now?

 

EDIT: To clarify, force-enabling it would work, but that's not gonna be any good at all if I decide I want to release a mod based off of this. How do I make it not auto-disable without force-enabling?

 

EDIT 2: It could be a modinfo problem. Here's what it reads:

 

name = 'XYXXY'
description = 'Various speech file tweaks for no particular reason.'
author = 'Silent Darkness'
Version = '1.0'
forumthread = '19505-Modders-Your-new-friend-at-Klei!'
 
-- This lets other players know if your mod is out of date, update it to match the current version in the game
api_version = 4
Edited by Silentdarkness1

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