Jump to content

Created mod, with simple GUI - my Strings don't show in GUI


Recommended Posts

Greetings -
I'm new to creating W3 mods, and the GUI for certain.
tl;dr - strings values do not show up on the Mod menu. I have read several similar posts, and I assure you that despite looking pretty carefully, I found that none of them applied to this quizzical issue.
Issue:
I modeled things after another mod which has a working GUI menu with some presets. I am not even using presets - just a single menu with a number of toggles on it. I guess, since I am not registered "Modder", I have no 4-digit ID that modders speak of, but I am quite certain that the ID I chose is not conflicting with any others - (note: I would ensure a proper ID before I consider releasing on Nexus of course).
I am using "w3strings decoder/encoder v0.4.1" that I tracked down after reading many posts here and at CDPR.
My issue is really just that my strings values do not show up on the Mod menu. There is a blank space where the string I created for my Group_ID should be showing - I select that empty-line and the gui brings up "my menu", with my toggles on it, but they are labeled like ##option_My-DisplayNames from my .xml - not the strings I provide within en.w3strings.csv. The en.w3strings is properly encoded to binary, and decodes properly as well.
I am just at a loss as to why my strings are not showing up. The .ws "test" file that w3Strings.exe generates, invoked via test_verifyW3Strings(), passes with 100% success. I retrieve the menu's settings-values in my mod without problems, so all is "working" -- my "menu" just looks really pretty ugly, especially with a blank on the Mod panel where my "menu string" should appear.

I attach screenshots of the Menu with the empty title for my mod, and portion of the mod's menu; my .xml and the input and decoded en.w3strings I use. Incidentally, I didn't see a place for uploading thumbnails, so not sure if I messed up on the attachments. As for the Mod - I followed the other, working mod's naming convention, fairly closely. Var_id's in .xml match the String-keys I use in en.w3strings, as well as in the code that retrieves the values , I've stared at it for awhile but nothing comes to mind so far. My code uses var_ID for lookup and it works fine - just that Strings are not being used, ugh. Guess I fail this test darnit. Really thought it was going to work. Any advice is greatly appreciated, and...

Cheers!

aprilia1k - Stephen
Edited by aprilia1k
Link to comment
Share on other sites

Made a few changes, seemed to work.

 

l3n2Vp4.png

 

Some of the changes:

-Got rid of the one key hex entry.

-Made the string keys lowercase except for Mods.

-matched the csv's key strings to what the mod menu was displaying (added option_ etc)

 

I find making mod menus to be a PITA with all its little exceptions/niggles that I can't bother keeping track of/memorizing.

 

The best way to solve the kind of issue you're having is just to delete your strings file from the mod to see the string key that the menu is actually trying to display.

 

 

;meta[language=en]

; id |key(hex)|key(str)| text

2117736000||panel_Mods|Mods

2117736001||panel_Mods_enemynpcs_name|Enemy NPC Tweaking

2117736002| |option_enemynpcs_enemy_logging|Enemy NPC Identity Logging

2117736003| |option_enemynpcs_specter_buffs|Specter NPC Boss Buffs

2117736004| |option_enemynpcs_draco_hybrid_buffs|Draconid & Hybrid NPC Boss Buffs

2117736005| |option_enemynpcs_necro_ogre_buffs|Necrophage & Ogroid NPC Boss Buffs

2117736006| |option_enemynpcs_magical_insect_buffs|Magical & Insect NPC Boss Buffs

2117736007| |option_enemynpcs_relict_animal_buffs|Relict & Animal NPC Boss Buffs

2117736008| |option_enemynpcs_beast_man_buffs|Beast & Human NPC Boss Buffs

2117736009| |option_enemynpcs_cursed_vampire_buffs|Cursed & Vampire NPC Boss Buffs

2117736010| |option_enemynpcs_uber_boost_plus4|Uber Boost - Add 4 Lvls To All Buffs

2117736011| |option_enemynpcs_targetable_guards|Enable Brawling with Guards

2117736001||panel_enemynpcs_name|Enemy NPC Tweaking

 

 

 

 

<?xml version="1.0" encoding="UTF-16"?>

<UserConfig>

<Group id="enemy_npcs" displayName="Mods.enemynpcs_name">

<VisibleVars>

<!-- TRUE/FALSE -->

<Var id="enemy_logging" displayName="enemyNPCs_enemy_logging" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="specter_buffs" displayName="enemyNPCs_specter_buffs" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="draco_hybrid_buffs" displayName="enemyNPCs_draco_hybrid_buffs" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="necro_ogre_buffs" displayName="enemyNPCs_necro_ogre_buffs" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="magical_insect_buffs" displayName="enemyNPCs_magical_insect_buffs" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="relict_animal_buffs" displayName="enemyNPCs_relict_animal_buffs" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="beast_man_buffs" displayName="enemyNPCs_beast_man_buffs" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="cursed_vampire_buffs" displayName="enemyNPCs_cursed_vampire_buffs" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="uber_boost_plus4" displayName="enemyNPCs_uber_boost_plus4" displayType="TOGGLE" />

<!-- TRUE/FALSE -->

<Var id="targetable_guards" displayName="enemyNPCs_targetable_guards" displayType="TOGGLE" />

</VisibleVars>

</Group>

</UserConfig>

Edited by Partoutatix
Link to comment
Share on other sites

Thanks a ton - like to buy you a beer. ;-)

It is ... a pita, I appreciate your commiseration, I assure you.

 

"... delete your strings file." - that's excellent advice.. Kudos.

 

(little voice: "why the hell didn't I think of that?... idiot!" Shut-up, little voice.)

 

edit: One thing I am curious about - in the Strings file in your post - the last line is using the ID "2117736001" again - with nearly the same entry except for omitting "_Mods" from the string. Is this intentional? Just confused is all. If it works, it works. :-)

 

edit-2: One other thing -- is the xml that you list above the file you used? I ask because it is the same as mine, only the indents seem to have been removed. Did you not edit the Ids and etc.. in the xml as well? THANKS -

 

Hex key - when I first began delving in to this, I assumed that was the ONE key that I should leave, as I wasn't sure of the correct string, but knew the hex-key was correct... and I didn't yet grok how to discern the true proper string, all these id's, strings, hex-keys all over the place, lol! Those "tests" passing, mistakenly believed it must be golden - then I stopped thinking about it - which was dumb, since the glue between my strings and the gui must be that panel... Dang...

 

I'm grateful. I really wish I could buy you a beer - a few of 'em even. Thanks, man - seriously.

 

tl;dr -- I think the utils and format should maintain the string values, not just hex... when decoding I mean. Seriously. Just store them.. not difficult I think.

 

The Molly Bloom moment -

It seems it would be a lot easier if the encoded file held on to the original keys (String) - of course it can't be derived.. but the string could be "carried along" by design, and included in the decoded file - for historical/maintenance/reverse-engineering purpsoses - but it is not, which I think is a mistake (people losing their original strings or whatever...) - I guess the value for the Mods panel is obvious after becoming more familiar, but ... when you're not even slightly familiar with the underlying design - there's too much guesswork, me'thinks. Yes, there is yes I say yes and yes... doh.

 

Well - localization/internationalization is a science of it's own - and a special-kind of headache lol...

Sorry for the lamentable soliloquy.

aprilia1k aka Stephen

Edited by aprilia1k
Link to comment
Share on other sites

"edit: One thing I am curious about - in the Strings file in your post - the last line is using the ID "[/size]2117736001" again - with nearly the same entry except for omitting "_Mods" from the string. Is this intentional? Just confused is all. If it works, it works. "[/size]
The id probably should have been different/new but was mistakenly left the same as the one from the line I copied/edited for that entry. But you can also try deleting that entry to see if it's really needed or not.

"edit-2: One other thing -- is the xml that you list above the file you used? I ask because it is the same as mine, only the indents seem to have been removed. Did you not edit the Ids and etc.. in the xml as well? THANKS - "[/size]
I think the formatting is all screwed up from just being copy pasted into a forum post without using some sort of [ CODE ] [ /CODE] tags or something.[/size]

Edited by Partoutatix
Link to comment
Share on other sites

In any event it's all working nicely now - I thank you again.

 

I suppose the idea behind my mod is obvious based on the menu, but let me clarify - I was not satisfied with the scaling - even on hardcore setting. The reason is that I like to have an awesome array of toys, i.e. modded weapons and signs, etc.. because it makes combat more diverse and enjoyable; problem of course is that, even with scaling turned on, enemies are just too easy to destroy- even if they can nearly one-hit kill me they're plenty easy to kill. My mod just makes them more robust,i.e. higher level - with the "uber" option turning them in to nearly indestructible. It's not just for bosses - it basically makes all spawned enemies in to bosses. So far breaking them down in to pairs of monster-types has been a decent enough level of granularity... reason for being able to select monster-types is perhaps obvious - some - particularly vampires and even relicts at times (say Imlerith, Ehredin... the crones) -- on uber they really do become invincible.. well, usually.

Do you think anyone else would be interested in "boss-ifying" NPCs by type like this? I find it pretty useful for making things more interesting and challenging for sure - but for all I know people are already happy with the overhaul-type mods that address balance and etc.. I'm not overly anxious to author an unpopular mod, heh. Even a popular one might become annoying I suppose lol..

 

Well thanks again and .. good luck on the path and all that.

SSF

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...