I like it
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I like it
I will add the rest because it needs some more work.Good, what's the perk called?
the 64, 128, disabled and locked image I mean@Levis sure, which are the other images?
I have also started to update/improve some of the existing perk pictures. Like Disguise for ex.
Yes of course, I'll fix those too.the 64, 128, disabled and locked image I mean
I believe at the moment we mostly want to update the wiki a bit so there is a good list of the Quests again.
Something I wanted to do myself some time:
To go through all the citizens dialog for improvement. I think there are quite a few that have unique new descriptions of the tavern keeper, storekeeper etc. But there are also mistakes like when you ask about the Tortuga storekeeper and they tell the story from Martinique about Baldewyn Coffier etc. Or in Cartagena where you ask if there's anything else on the island and the citizens say there's not much else on the island - it's the mainland!
This doesn't add to the gameplay but I always loved it when the citizens give the tavern owners, storekeepers etc. a unique backstory and when they have to tell something unique about the place. This wouldn't require coding, if the number and order of lines in the dialog file isn't changed.
The snag there is that any modders with the skill and patience to code a quest probably have their own ideas about what quest they want to write.I can write in-game books, I have an idea for a cute little CYOA novel.
I can write and design quests via flowchart, the actual coding would need to be done by someone else.
That's the easiest form of modding possible. If you need help figuring out which file you want to correct for a particular typo, just ask.I can do spellchecking, I've noticed a few typos throughout the game so far.
Those should be easy for you to change in the code; once you get a bit of a feel for the structure.I can do spellchecking, I've noticed a few typos throughout the game so far.
Good idea; the copy-pasting of dialog files certainly hasn't helped immersion there.To go through all the citizens dialog for improvement. I think there are quite a few that have unique new descriptions of the tavern keeper, storekeeper etc. But there are also mistakes like when you ask about the Tortuga storekeeper and they tell the story from Martinique about Baldewyn Coffier etc. Or in Cartagena where you ask if there's anything else on the island and the citizens say there's not much else on the island - it's the mainland!
This doesn't add to the gameplay but I always loved it when the citizens give the tavern owners, storekeepers etc. a unique backstory and when they have to tell something unique about the place. This wouldn't require coding, if the number and order of lines in the dialog file isn't changed.
This is the thread for people who want to help but can't code. If you can't code, you definitely can't write a storyline or even a sidequest!
But you can certainly check NPC dialogs. You'll find them in "PROGRAM\DIALOGS\ENGLISH", or for characters specific to storylines, in "PROGRAM\Storyline\<insert_storyline_name>\dialogs\ENGLISH". For the most part, what you see in these "dialog.h" files is what you see on screen. Some lines are fragments of sentences which are assembled into coherent dialog by code files.
On the other hand, if you are willing to do some coding work, by all means write a short story - it doesn't need to be a long epic such as "Tales of a Sea Hawk".