Probably this PROGRAM\DIALOGS\RUSSIAN\BC_Citizens_dialog.hWhen there is no character dialogue file, which file should I look for?
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Probably this PROGRAM\DIALOGS\RUSSIAN\BC_Citizens_dialog.hWhen there is no character dialogue file, which file should I look for?
Try "baldewyn coffier_dialog.h"....the problem is not in the file “coffier_dialog.h”...
I put the incomplete name, I already checked this file.Try "baldewyn coffier_dialog.h".
I think in this case @Hammie, who is usually on discord, will help you. He handles the migration of content to BNH.I'm playing and fixing several errors in the translation.
When I encounter an error like the one in the capture, I try to replace the file responsible for the English version. If it works, I review my file for an error.
I also do the comparison by reverting the entire language to English, I check the words that appear and locate the responsible file using the word search in Notepad++ files, this is working.
Specifically in this case, after reverting the entire language to English, the problem not only persisted, but also occurred in Spanish and Russian.
Any idea?
I will take advantage of the new information and have my script substitute another language instead of English.
follow my savegame and PTBR file "D:\BNH\PROGRAM\DIALOGS\ENGLISH\baldewyn coffier_dialog.h"
If you need a better understanding of how I switch between Portuguese/English, follow my script.
file D:\BNH\resource\INI\TEXTS\SPANISH.bkp\Storyline\standard\QUESTBOOK\Story_1stTaskReceived.txtIf the game can not find the file in the correct language folder then it will use English instead. However, if you've put all your Portuguese files in the "ENGLISH" folder then you should be seeing Portuguese. I don't see any versions of "baldewyn coffier_dialog.h" in any "Storyline" folders, so it shouldn't matter which story you are playing, the game should always use "PROGRAM\DIALOGS\ENGLISH\"baldewyn coffier_dialog.h".
Can you upload your version of "baldewyn coffier_dialog.h"?
There is no text.t3 in the original POTC either, but there is another line 14:file D:\BNH\resource\INI\TEXTS\SPANISH.bkp\Storyline\standard\QUESTBOOK\Story_1stTaskReceived.txt
do not has line text.t3 it's correct ??
[COMMON]
defaultLanguage = English
strings = common.ini
GlobalFile = globals.txt
[DIRECTORY]
English = english
Spanish = spanish
German = german
French = french
Russian = russian
Polish = polish
Swedish = swedish
Portuguese = portuguese
[FONTS]
English = fonts_euro.ini
Spanish = fonts_euro.ini
German = fonts_euro.ini
French = fonts_euro.ini
Russian = fonts_euro.ini
Polish = fonts_euro.ini
Swedish = fonts_euro.ini
Portuguese = fonts_euro.ini
Please be patient, I make small corrections to the translation every day and I noticed the chaos it causes when a name is translated. It's a shame there aren't any Brazilian players here to help.Thanks, @Hammie! I believe I've found everything which needed to be changed in "PROGRAM" but didn't think to look in "RESOURCE\INI" - apart from the actual translation, of course. With that correction, the Portuguese translation now works in Build 14 as well. And that means it's going into the next update.
@Peter Norton: character names should not be translated, unless they're descriptive names such as "Soaring Hawk" (one of the Indians in the "Ardent" storyline) or generic names such as "Street Merchant". Actual names should be the same in any language - Nathaniel Hawk should be Nathaniel Hawk in English, Spanish or Portuguese, not Nathaniel Falcão.
If you are talking about dividing the spoils 50/50, then I wrote % in words.Does the percentage symbol (%) have any coding effect on the \BNH\PROGRAM\DIALOGS\ files?
PROGRAM\Characters\Characters_names.cDoes anyone know which file has the character's name?
Character name "simão de faria" resulting in a dialogue error (empty dialogue when the name cannot be found).Where did you meet that character? Is he a storyline character, a sidequest character, or someone you met randomly in a tavern or outside?
I don't think these characters have a dialog file assigned. They're expendable minions. You're not supposed to talk to them - they're lucky to even still be standing after the battle!Character name "simão de faria" resulting in a dialogue error (empty dialogue when the name cannot be found).
Just an ordinary crew member boarding an enemy ship.