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Need Help Dialogue Gender Overhaul

Another hiccup. "Antigua_victualler.c" has this:
Code:
Preprocessor_Add("sir", FirstToUpper(GetMyAddressForm(NPChar, PChar, ADDR_POLITE, false, false)));
Function "FirstToUpper" doesn't exist! It should be "FirstLetterUp". The corrected version is attached.
 

Attachments

  • Antigua_victualler.c
    13.5 KB · Views: 169
Another hiccup. "Antigua_victualler.c" has this:
Code:
Preprocessor_Add("sir", FirstToUpper(GetMyAddressForm(NPChar, PChar, ADDR_POLITE, false, false)));
Function "FirstToUpper" doesn't exist! It should be "FirstLetterUp". The corrected version is attached.
Thanks!xD

It's weird, I wrote FirstToUpper instead of FirstLetterUp several times at several places and had to correct them at several different times, but I missed that file. I don't know why it's so persistent in my mind. o_O
 
I could have sworn I fixed this file, don't know if I somehow broke it again or if I misremember, but here is a working version anyway
 

Attachments

  • QC citizen_dialog.c
    12.8 KB · Views: 176
That probably still won't work properly for male characters. In case "town_whores":
Code:
Preprocessor_Add("pronoun", GetMyPronounObj(PChar));
For females, that's "her". For males, it's "him". So if a male character talks to the citizen about certain needs, he's going to say "A man long at sea, with only the company of him mates..." The best I can do is:
Code:
           if (PChar.sex == "woman") Preprocessor_Add("pronoun", XI_ConvertString("her"));
           else Preprocessor_Add("pronoun", XI_ConvertString("his"));
That's still going to mess things up for anyone wanting to translate the game into another language, but then so will most pronouns because other languages use different pronouns based on the gender of the thing or person being referred to, not the person doing the referring.
 
I suspect this whole overhaul, which I approve of, is going to make things complicated for translating anyway. Some functions I May be able to use, for others I'll have to use my own workarounds.
 
Did you manage to translate the dialogs in the "Ardent" storyline? If so, whatever you did there should work on the overhauled dialogs as well.
 
I still haven't tackled the dialogs, but I had a first taste with the questbook and I think I managed to make it work. I've also done my best to find gender-neutral equivalents for the translations of other sidequests and situations that only refer to the player as male.
 
That probably still won't work properly for male characters. In case "town_whores":
Code:
Preprocessor_Add("pronoun", GetMyPronounObj(PChar));
For females, that's "her". For males, it's "him". So if a male character talks to the citizen about certain needs, he's going to say "A man long at sea, with only the company of him mates..." The best I can do is:
Code:
           if (PChar.sex == "woman") Preprocessor_Add("pronoun", XI_ConvertString("her"));
           else Preprocessor_Add("pronoun", XI_ConvertString("his"));
That's still going to mess things up for anyone wanting to translate the game into another language, but then so will most pronouns because other languages use different pronouns based on the gender of the thing or person being referred to, not the person doing the referring.
Now I remember why this has such a feeling of deja vu! I had this exact problem with Terry Snider_dialog.c, which is almost identical with QC citizen and Pirate soldier, and then I forgot to fix them. :facepalm Attaching the fixed files

I still haven't tackled the dialogs, but I had a first taste with the questbook and I think I managed to make it work. I've also done my best to find gender-neutral equivalents for the translations of other sidequests and situations that only refer to the player as male.
That's a good solution :onya if you run into something in the dialogs where that doesn't work or get weird tho, it'd be no big deal to add an extra dialog line in the .h file and make the dialog use that one instead if the character is a woman, so feel free to come here if you run into problems :cheers
 

Attachments

  • Terry Snider_dialog.c
    13.5 KB · Views: 152
  • QC citizen_dialog.c
    12.9 KB · Views: 190
  • Pirate Soldier_dialog.c
    9.3 KB · Views: 180
So I'm still trying to work out how quests work but it's not going at lightning pace because Divinity Original Sin 2 they're kinda hard to wrap my head around. It's getting there tho. I think I'll make a separate thread about it when/if I understand it enough to have some more specific questions xD

so I was reading through the Armand Delacroix quest and instead found a bunch of things I've missed and/or done wrong so uploading those files again.
 

Attachments

  • Armand Delacroix_dialog.c
    7.4 KB · Views: 159
  • Armand Delacroix_dialog.h
    6.3 KB · Views: 151
Very interesting. In other games and Rpg's I had also female heroines as characters, but not here in PotC.

I will watch this post until the work is done-I like much change gender, sometimes;) after all Caribbean can have some of pink in their sunsets...
 
A few more fixes:
baldewyn coffier_dialog.c: "pronoun" should be 'GetMyPronounSubj(PChar)', not 'GetMyPronounObj(PChar)'. The text line is:
"I consider it part of my job to know, just by looking at a #sgender#, what #spronoun# does and what sort of fellow #spronoun# is."
which works better with "he/she" rather "him/her".

Oweyn McDorey_dialog.c: the preprocessed variable at case "Story_Chest_7" is wiped by the 'AddQuestRecord' line. Moving that line to before the 'Preprocessor_Add' line solves the problem.

stunned_dialog.c/h probably does not need to be corrected for player character gender. If I read the code correctly, the section in which the correction happens is during a boarding. An enemy's sword can break, then the enemy resorts to using fists and can stun both your crew and your officers, and I believe this piece of dialog is when you then talk to your crew or officer to revive them. Though your officers (and crew, if you set BOARDERMODEL to "girl") can be female, the enemy's crew will always be male, and they're the ones doing the stunning. So my guess is that "This son of whore didn't seem a strong man..." will always refer to a man, and should not depend on the gender of either the player character or the stunned character. On the other hand:
"Oooh, poor fella! What happened to you?"
"fella" sounds like an extra-informal reference to a man, so I added an extra line and switched to it if the stunned character is a woman:
"Oooh, poor lassie! What happened to you?"

Edit: I just noticed that the original line said "What happended to you?" Spelling is now corrected both on the original line and my addition.
 

Attachments

  • baldewyn coffier_dialog.c
    12.1 KB · Views: 162
  • Oweyn McDorey_dialog.c
    8.8 KB · Views: 158
  • stunned_dialog.c
    7.6 KB · Views: 149
  • stunned_dialog.h
    2.1 KB · Views: 120
Last edited:
A few more fixes:
baldewyn coffier_dialog.c: "pronoun" should be 'GetMyPronounSubj(PChar)', not 'GetMyPronounObj(PChar)'. The text line is:which works better with "he/she" rather "him/her".

Oweyn McDorey_dialog.c: the preprocessed variable at case "Story_Chest_7" is wiped by the 'AddQuestRecord' line. Moving that line to before the 'Preprocessor_Add' line solves the problem.

stunned_dialog.c/h probably does not need to be corrected for player character gender. If I read the code correctly, the section in which the correction happens is during a boarding. An enemy's sword can break, then the enemy resorts to using fists and can stun both your crew and your officers, and I believe this piece of dialog is when you then talk to your crew or officer to revive them. Though your officers (and crew, if you set BOARDERMODEL to "girl") can be female, the enemy's crew will always be male, and they're the ones doing the stunning. So my guess is that "This son of whore didn't seem a strong man..." will always refer to a man, and should not depend on the gender of either the player character or the stunned character. On the other hand:"fella" sounds like an extra-informal reference to a man, so I added an extra line and switched to it if the stunned character is a woman:

Edit: I just noticed that the original line said "What happended to you?" Spelling is now corrected both on the original line and my addition.

I probably mixed up object and subject and didn't check before choosing one :oops:

Good find! mustve missed that addquestrecord


and crew, if you set BOARDERMODEL to "girl"
I was just about to ask about the crew! Thanks!

And that's a better stunned_dialog for sure :onya
 
I'm currently playing through "Tales of a Sea Hawk" with a female character, partly to check dialogs and partly to test my mod to put Nathaniel Hawk into the game as the male sidekick.

Oweyn McDorey had another problem unrelated to the modified dialogs. He addressed me as "Mademoiselle". Granted, at this point in the story Speightstown is under French occupation, but Oweyn shouldn't be pretending to be French when he's helping a pair of British spies. Everyone in Speightstown probably turns French as a result of the town being taken over, so I put a couple of lines into the quest code to turn Oweyn back to British, then re-ran that bit of the game, and now he calls me "Miss".

You wouldn't believe how much time I spent going round clonking people on the head with a sandbag to test the "stunned" dialog. xD
 
You wouldn't believe how much time I spent going round clonking people on the head with a sandbag to test the "stunned" dialog. xD
Ahaha :rofl there will be songs of Captain Sandman for centuries to come xD

EDIT: I remembered another thing I had on my mind the other day! in common.ini, ma'am starts with lower case while most other polite and civil honorifics start with upper case, which could make it wrong in the beginning of sentences unless using FirstLetterUp. I have changed it to uppercase in my ini, which removed that problem, but that also means I didn't add FirstLetterUp in most places :eek:
 
Last edited:
what goes the mighty work?

I like to be the new Anne Dieu-Le-Veut or Anne Bonny of PotC.

A pleasant and attractive body, great ability with pistol and swordplay, and a lot of charme! I love a lot piratesses.
 
what goes the mighty work?

I like to be the new Anne Dieu-Le-Veut or Anne Bonny of PotC.

A pleasant and attractive body, great ability with pistol and swordplay, and a lot of charme! I love a lot piratesses.

Id say it's pretty much done apart from finding and fixing things I've missed or did wrong! most of it is part of the latest update, and some fixes are posted in this thread, so it's ready if you wanna play the adventures of some of the great adventuring women through the ages xD:dance
 
Another tweak to "Armand Delacroix_dialog.c", not specifically related to the gender overhaul except that I noticed it while watching dialogs to check that the overhaul is working.

Armand called me "Miss". The reason is that a couple of dialog cases use this:
Code:
GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false)
Armand is supposed to be French but his nation is actually defined as Pirate, and Pirates are liable to have their address forms set as for Britain. So I replaced it with:
Code:
GetAddressForm(ADDR_CIVIL, FRANCE, chrsex(PChar))
And now he addresses me as "Mademoiselle".
 

Attachments

  • Armand Delacroix_dialog.c
    7.4 KB · Views: 148
More results from "Tales of a Female Sea Hawk":
Andre Juliao says "Why did he hire you? You're not the regular man." That does not need to be corrected. The person he's expecting is a man. The only difference if you're a woman is that it is even more obvious that you're not him. xD

Stephen Bonsers's dialog files are used for the smuggler on the beach who wants to teach Thomas O'Reily and you a lesson for not doing the smuggling through their guild. The last thing he says before swords are drawn is "Come on boys! Get him!"

Toff Oremans also needed a slight correction. He's just told you his problem, you've just asked why he hasn't asked the officials for help, and now he says "Oh, dear boy, you are deceived."

And, as @pedrwyth pointed out, Antoine Lebretton opens by saying "You're a true gentleman".

Corrected files attached, including an updated "common.ini" to allow for "boy" / "girl".

Also, Clint Eastwood provided the perfect opportunity to check my theory about the "stunned" dialog. He attacks with fists, which meant my officers got the chance to use the "This son of a whore didn't seem a strong man..." line. And one of them did.
 

Attachments

  • Stephan Bonser_dialog.c
    3.4 KB · Views: 142
  • Stephan Bonser_dialog.h
    1.2 KB · Views: 159
  • Toff Oremans_dialog.c
    5.5 KB · Views: 162
  • Toff Oremans_dialog.h
    2.3 KB · Views: 139
  • Antoine Lebretton_dialog.c
    29.7 KB · Views: 163
  • Antoine Lebretton_dialog.h
    15.9 KB · Views: 121
  • common.ini
    72.6 KB · Views: 157
Hope there's a general patch for all the game. I have placed in Profiles a fine Dutch merchant lady -nice, blonde, well dressed and with the usual Dutch female bonnet, and I want be adressed as I am. (o+ Female).

If I had also some romance with a very fine pirate, well, was the best, but I can't ask this to a 2003 game...
 
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