Localizing Side-Mods

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Eisenfaust

Localizing Side-Mods

Post by Eisenfaust »

I wanted to ask if there is any possibility to localize a mod, made for the official maps based on the side.lvl-files...
Because I got a lot of 0xD2F60CBD Classes and Stuff like that which is kind of anoying...
Can you help me?
Big_rich

RE: Localizing Side-Mods

Post by Big_rich »

double click edit localize
right click on the entity hit add scope
type in the first name of the new side, not the name of the level, example:
my new ep3 trooper was called rep1_ep3_rifleman, so I needed to type in rep1 in the scope box.
right click on your new scope, click add key
put in the rest of the name, example: inf_ep3_rifleman.
Put in the name of the new unit in the big white box.
save, it take a while to save so have patience.

Here is a link to a tutorial:
http://www.gametoast.com/index.php?name ... opic&t=971
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Teancum
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RE: Localizing Side-Mods

Post by Teancum »

No, it's not possible, becauase if you replace the game's normal localization, it will crash.
sawyerdk9

RE: Localizing Side-Mods

Post by sawyerdk9 »

I make my own side mods to, I just replace things. It will have a name, but it might not be the right one. Hey, its better than 0xD2F60CBD
Eisenfaust

Post by Eisenfaust »

I know what you mean - but it is still not satisfying ;)
It is ok for weapons - but it is disturbing when a Rebel is called Clonetrooper or Super Battledroid :P
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Teancum
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Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
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Location: Indiana

Post by Teancum »

You'd have to rebuild core.lvl -- [RDH]Zerted made a topic in this forum to show how to, but we're missing 1 or 2 things to make it work 100% perfect.
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