Hints?

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search in the module folder - through all of the .txt files.  It has  to be there - but it may not be in the .py files (e.g. module.ini isn't in the .py files, but is an important file too).
 
There's a setting in the module.ini that tells the game how many hints you have.  So if you add more, you'll need to update that.
 
Alright, I could try. But, there's a big chance I wouldn't see a new hint.

Grump. Excel isn't working. Sorry folks. :oops: I'd have to insert a product code, which should be on a certificate of authenticity, but that's probably on the back of my computer and I can now not be arsed to drag my computer in to the open. Though luck. :razz:
 
you can just use notepad to edit the hints.csv. 

the hints are pretty cool actually.  in the next release I renamed Hints to "Quotes" (by including a custom en language file) and then I have about 30-40 Star Wars quotes that appear on the loading screens.  :smile:
 
HokieBT said:
the hints are pretty cool actually.  in the next release I renamed Hints to "Quotes" (by including a custom en language file) and then I have about 30-40 Star Wars quotes that appear on the loading screens.  :smile:
I hope scruffy-looking nerf-herder is in there. :razz: This topic has made me realize I should edit the hints in my mod as well. I've made a lot of little changes that make some of the default hints not entirely accurate.
 
HokieBT said:
you can just use notepad to edit the hints.csv. 

the hints are pretty cool actually.  in the next release I renamed Hints to "Quotes" (by including a custom en language file) and then I have about 30-40 Star Wars quotes that appear on the loading screens.  :smile:


Hahaha, awsome.
 
Septa Scarabae said:
.../Mount&Blade/languages/en/hints.csv

Good call, Mordachai. I decided to get a little creative in where I looked.
Awesome, good call.  :smile:

So I take it I just copy the hints.csv file into the mod's languages file to make the mod use them?
 
Yes, if there are two hints.csv, one is in the game's languages folder, and another is in the mod's languages folder. The game engine will call the  hints.csv in the mod's languages folder prioritily.
 
Tintin you butthead you locked your thread. I was gonna ask in which file you rename "Hint" so it says "Quote" or "Verse" or whatever...
 
Alan Q Smithee said:
Tintin you butthead you locked your thread. I was gonna ask in which file you rename "Hint" so it says "Quote" or "Verse" or whatever...
In the hint file wouldn't you just change hint_7 to quote_7
 
you have to include a custom language file.  Add "ui_hint|Quote" in ..\languages\en\ui.csv.    You can look at the language files in the root of M&B for an example and rename other stuff in the UI.
 
That's it, thanks. All I remembered coming across, somewhere in the "module_" python files, was a place to define the number of hints.
 
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