GC2_Hints.xml...where does it go?

As in, where does it go in my custom mod folder?  I have modified the file and placed it inside the 'Data' folder in my mod, but the hints are still the standard GC2 hints when playing the game.

Any ideas?

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Reply #2 Top
DA, TA?
Root of a MOD folder, active?
Or, right inside the MOD/Data folder?
Or, in a sub-directory of the above folder?
The file itself, is it a direct copy of the previous default WITH new things in it or an extra file which contains only new stuff?
Are those Race Specific or replacing the previous text only?
Do you actually have some images for any which need to be in the proper folder and if so, are those tagged with the real new file names?

Clear enough? See, how many questions that situation implies.

There is absolutely no way for me to determine exactly what is wrong unless i can sit right in front of your PC, scan the folders for the flaw, examine each of the lines written up in the new GC2_Hints.xml to detect just a single typo which may just be responsible for a mis-load attempt.

It may also be a natural code check routine, since this process happens before a game is initialized, btw.
Reply #3 Top
Oh, and since this is RANDOM... odds are that a single new Hints may just luckily show up in only between five days or six months for anyone to see it!
Reply #4 Top
Heh, yeah I guess I coulda been more specific. :)

I am using an active mod in TA, something I am personally working on. Downloading and looking at the file structure of other race mods for DA, I've gotten an idea of where most things need to go. But this incident has puzzled me.

First off, I took the 'Hints' file from the 'Twilight' folder, put a copy on my desktop, and changed the original hint text.

All I have changed in the 'Hints' file is the text that displays when loading a game, nothing else. Purely cosmetic.

As stated, I have placed my modified 'Hints' file inside the 'Data' folder inside my mod folder (MyMod/Data/GC2_Hints.xml). It's just sitting there all by its lonesome and not inside any other folder. However, my active mod doesn't seem to be using this modified 'hints' file. If there was a mis-type or mis-tab I would expect the game to either lock up or just quit altogether, but that doesn't happen. It doesn't seem to be using it at all.

I have a modded version of the 'GC2Conversations.xml' file placed in the same spot (MyMod/Data) and it works perfectly...all my modified text shows just fine.

Hope that's a better explanation of my predicament. :)
Reply #5 Top
Ahhhh - now that may just explains it all to a few of us.

I personally don't have any clue or particular help to give you since it looks like the game simply doesn't want to consider that file valid as it maintains the original one intact.

One other thing you could try though, but it's risky if there are tough typos in the new one -- Overwrite_Replace the default file with yours straight into the game folder itself and test if the new hints show up.

I suspect a darn single typo_backslash_lessthan_etc (run it through a browser check to detect it, cuz sometimes Mozilla does give me the exact guilty line(s) when such things occur) is the culprit.
Reply #6 Top
Well, I copied over GC2:TA's 'hint' file with my modded 'hint' file and surprisingly they still did not change when booting up the game.

However, when I copied over the Dark Avatar hint file it worked.

I don't know what else to say, but that's what happened. :)

Still wish it would work inside my mod folder so I wouldn't have to change a game file. :p 
Reply #7 Top
This tells me, Mod folders aren't becoming active while the 'intro_hints' pop is displaying but gets loaded up afterwards FOR gameplay reasons only.

And, that TA & DA are sharing some common or exclusive resources.

Which represents a quite clear answer. Sadly though, it could be more logical to have it IN the mod folders but like they say in circles; 'You can change how and when a tree grows the fruits but it still needs a solid trunk!"
Reply #8 Top
This tells me, Mod folders aren't becoming active while the 'intro_hints' pop is displaying but gets loaded up afterwards FOR gameplay reasons only.


Yeah, this makes sense. *sigh* Well, maybe it will be looked at in subsequent fixes for TA.

At least my modded loading screen images work perfectly. :)

I appreciate you help and expertise on this Zyxpsilon.

Reply #9 Top
My pleasure, anytime.
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