Correct usage of <>'s
#1 -Brad the Gingercat-
Posted 22 December 2003 - 04:34 AM
"...was created by Brad to..."
shows as
"...was created by <CHARNAME> to..."
in the item description. Very annoying. I see the exact same references working in other modded files, so what is making the game so choosy over one and not the other? Confirmed that they're the exact same text by copy-pasting. Checking the "Parse text" box(es) makes no difference...
Anything I should be doing? The item functions as intended apart from the game's ignoring the character reference.
#2
Posted 22 December 2003 - 04:35 AM
#3 -Sim-
Posted 22 December 2003 - 04:51 AM
#4
Posted 24 December 2003 - 05:11 PM
#5
Posted 24 December 2003 - 08:32 PM
As well those using the ancient IEEP check the "Parse" box.If you use DLTCEP (formerly Item Checker), make sure to check the Tagged box.
The great wolf Fenrir gapes ever at the dwelling of the gods.
#6
Posted 25 December 2003 - 04:06 PM
An oldie but a goldie. I just encountered a similiar problem and now know how to fix it.As well those using the ancient IEEP check the "Parse" box.If you use DLTCEP (formerly Item Checker), make sure to check the Tagged box.
#7
Posted 17 February 2010 - 11:36 PM
Can I do this somehow or do i have to keep avoiding the sex in my language and making the sentences independent from it?
#8
Posted 18 February 2010 - 07:41 PM
Don't bother with DLTCEP or IEEP to do text descriptions - there's a newer program these days, called WeiDU. So you can create your item with DLTCEP or whatever, but when it comes time to put it in the game, put this in a text file:
BACKUP ~mymod/backup~ AUTHOR ~whatever~ BEGIN ~My Mod~ COPY ~mymod/myitem.itm~ ~override~ SAY NAME1 ~Unidentified Name~ SAY NAME2 ~Identified Name~ SAY UNIDENTIFIED_DESC ~Only fill this in if you can't reference an existing one.~ SAY DESC ~This item once belonged to the great <CHARNAME>. <HESHE> gave it to <HISHER> dog.~Save it as setup-mymod.tp2, then copy any mod's .exe or WeiDU.exe and call it setup-mymod.exe - see any relatively recent mod for more examples.
I believe tokens are tied to the game language - at least I'm fairly sure I've seen them used in other languages.
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