Excelsior 56 Posted September 28, 2016 Share Posted September 28, 2016 Hi! I'm making a mod for my sister. I'm making a set named "Anna's Dance" (Cuz her name is Anna, and she dances), And I'm planning on having four items in it: Anna's Sway (Chest) Anna's Grip (Gloves) Anna's Twirl (Belt) Anna's Movement (Leg) I know you have to edit the global.res file to name things, but I don't know how, other than modifying current names, which I don't want to do because I just made new set items. Can anyone help? Thanks in advance! Link to comment
desm 329 Posted September 28, 2016 Share Posted September 28, 2016 I love the idea, she must be very happy. I can't help you though, sorry.. Link to comment
Excelsior 56 Posted September 28, 2016 Share Posted September 28, 2016 She is pretty happy. It's okay that you can't help me. I'm just glad you're visiting this topic! Link to comment
Flix 5,116 Posted September 28, 2016 Share Posted September 28, 2016 Run the program, then look for the text box next to "Our own hash" You'll need the blueprint ID of your new item. Type BLUEPRINT_XXXX where "XXXX" is the blueprint ID of the item. Then click "Our own hash." It will generate the hash for the new item. Paste that number into the decoded global texts and add the name of the item next to it. Remember the space between number and name is a single <TAB> not two spaces! When you add new entries to global.res you have to be sure to add a + at the end of the command when you encode it. So the command would look like: S2rw.v1.7.exe globalEn_texts.txt En+ Good luck. I hope your sister likes her items. 1 Link to comment
Excelsior 56 Posted September 28, 2016 Share Posted September 28, 2016 Thanks! I thought you were supposed to try to make the number yourself, and I had no idea how to do that. This is very useful information. For the set name, would it be the same, but with a keyword like "BLUEPRINT-SET" instead of "BLUEPRINT"? Link to comment
Flix 5,116 Posted September 28, 2016 Share Posted September 28, 2016 The format would be SET_XXX There's also CREATURE_XXXX for new entries in creatures.txt, and TASKCREATURE_XXXX and TASKITEM_XXXX for quest-related creatures and items in quest.txt There's probably lots more, but the online knowledge base made by the creators of the tool was lost in some kind of freak occurrence. Using the tool for me has been a bit like finding a crashed alien spaceship and trying to figure out how to make it fly again. Link to comment
Excelsior 56 Posted September 30, 2016 Share Posted September 30, 2016 Ah, okay. Thanks a lot! Link to comment
Excelsior 56 Posted October 10, 2016 Share Posted October 10, 2016 I have one more question: Where do I encode it? I kind of forgot since the last time I've done it... sorry to bother you after such a long time, I know you're very busy! I just kind of forget. (Somehow). Link to comment
Flix 5,116 Posted October 10, 2016 Share Posted October 10, 2016 The "system" folder. Put the program and the decoded texts in that folder and then use command prompt - I just make a shortcut to command prompt and set it to start in the "system" folder. If you mean where does the new text go within global_texts then just follow numerical order. Link to comment
Excelsior 56 Posted October 10, 2016 Share Posted October 10, 2016 (edited) Thanks so much! I really wouldn't be anywhere in modding without you. EDIT: Not that I really am anywhere big in modding, but... Edited October 12, 2016 by DevanT249Sacred2 Link to comment
Excelsior 56 Posted October 12, 2016 Share Posted October 12, 2016 Okay. Just to confirm (sorry!), I get the hash of the item. I put that hash and the name I am assigning to that hash into the globalEn_texts.txt file, I put them all in the "system" folder, I enter the command line, copy and paste the global.res_EN_new file into the global.res file in the en_UK folder, then the names exist in-game? (Really sorry to bother you again!) Link to comment
Flix 5,116 Posted October 12, 2016 Share Posted October 12, 2016 Okay. Just to confirm (sorry!), I get the hash of the item. I put that hash and the name I am assigning to that hash into the globalEn_texts.txt file, I put them all in the "system" folder, I enter the command line, copy and paste the global.res_EN_new file into the global.res file in the en_UK folder, then the names exist in-game? (Really sorry to bother you again!) Yes, that is exactly what I do. Did it not work for you? Link to comment
Excelsior 56 Posted October 12, 2016 Share Posted October 12, 2016 it didn't, but I didn't put it in the system folder where the actual game is. I'm really not sure why. That was most likely the problem. Thanks Link to comment
eliasbarbosa1991 0 Posted June 24, 2017 Share Posted June 24, 2017 Flix as we talk about PM, follow the error that occurs when opening the program that opens the "Global.res": http://prntscr.com/fnhtty He says he is not finding the game's executable. Remembering that I bought the game for Steam, Gold version of the game. I'm using Windows 8.1, I do not know if this influences the program that opens the "Global.res" Link to comment
Flix 5,116 Posted June 24, 2017 Share Posted June 24, 2017 Try putting all the files into the game's system folder, then run the program from that location. Link to comment
eliasbarbosa1991 0 Posted June 24, 2017 Share Posted June 24, 2017 It only has one executable and one .dll, all the files are already there. And yet it still makes that mistake. Flix do you use which Windows there? Can you normally open the file there on your PC? Could it be that version of Steam that I bought? Link to comment
Flix 5,116 Posted June 25, 2017 Share Posted June 25, 2017 Make a dummy file (a file with no extension) called "nos2" in the same directory, then trying running the program again. 1 Link to comment
eliasbarbosa1991 0 Posted June 25, 2017 Share Posted June 25, 2017 Flix thank you very much. I was able to make the program work. Link to comment
lolli42 3 Posted April 23, 2018 Share Posted April 23, 2018 I managed to open this files but I have no idea what to do for example: I try to edit the name of a skillmodification, because I chanced the effekt in the spells.txt how do I change the existing text for that skill mod? Link to comment
vagnerhammer 39 Posted March 2, 2019 Share Posted March 2, 2019 On 9/14/2015 at 11:23 PM, Flix said: If you want to decode global.res, then s2rw needs to be in the same folder, so inside the locale folder for your language. For decoding you can just run the program and go from there. For encoding, it needs to be in the Sacred 2 system folder (so I have two copies of s2rw sitting in my Sacred 2 folder). For encoding you have to use command prompt. Direct it to start in the /system folder and enter the command: S2rw.v.1.7exe globalEn_texts.txt En+ That's for English. For Italian it would look like: S2rw.v.1.7.exe globalIt_texts.txt It+ The language abbreviations are "De", "En, "Fr", "Ru", "Cz", "Pl", "It", "Hu", and "Sp". This also assuming you didn't rename the decoded text file to something else. Guy... whenever I do this from "access denied" Help me!!! Link to comment
Popular Post Androdion 884 Posted March 4, 2019 Popular Post Share Posted March 4, 2019 OK so I was bored and as such I tried decoding-changing texts-reencoding the global.res to see how it's done. Here is a step by step with English as the source language. And Vagner it's really easy once you understand how it's done. Extract the contents of S2rw.v1.7.rar into ...\Sacred 2 Gold\locale\en_UK. Extract the contents of S2rw.v1.7.rar into ...\Sacred 2 Gold\system. Create a text file called noS2 in each directory and remove their .txt extension. Run S2rw.v1.7.exe in the language folder, choose "En" on the drop-down menu on the upper left corner and click "decode". This creates a text file in the language folder named globalEn_texts. Do the changes you want to do in Notepad++. Be sure to replace all instances of the same name in the whole file (e.g. changing a town's name). Go to ...\Sacred 2 Gold\system and create a shortcut to cmd.exe, right click->new->shortcut and find cmd.exe in the correspondent Windows folder. After creating the shortcut right click on it, choose "properties" and on the first tab where it says "start at" paste ...\Steam\steamapps\common\Sacred 2 Gold\system so that when you run cmd it'll start directly in that folder. Copy the decoded and altered globalEn_texts file into ...\Sacred 2 Gold\system and now run the cmd.exe shortcut. Write S2rw.v1.7.exe globalEn_texts.txt En+ and it'll start encoding the new global.res file. You can see almost immediately a file called "globalEn_char_report" appearing, and after a while a file named "global.res_En_new" will be in your folder. Now just backup the original global.res and put the newly encoded one in the language folder. Rename the new file to just global.res and you're done. I had the teleport for Skook's Corner active so I changed all instances of that name in the globalEn_texts to "teste", reencoded it and it worked like a charm. The process is actually easier than it seems at first sight, but I had to do some trial and error before I could nail it. 3 1 Link to comment
Flix 5,116 Posted March 12, 2020 Share Posted March 12, 2020 I've merged two major threads into this topic, as both had the same subject: how to edit the game texts (global.res). This question comes up a lot and it's good to have all useful info in one discussion. I'm adding this to the discourse: attached is every Loka-ID in the game texts, along with the corresponding hash. A Loka-ID is the construction used to generate a hash in s2rw - most famous example is BLUEPRINT_XXXX , where XXXX is the item's ID in blueprint.txt. Using this file and some brainpower, one should be able extrapolate the Loka-ID for any text they wished to add to the game. My most recent discovery is how to add the "Can be forged into weapons" line into damage converter tooltips. Construction is: BLUEPRINT_XXXX_ATMO . This could also be used to add "flavor text" to uniques and legendaries like some other games have. DOWNOAD: hashes_LokaIDs.All.zip Link to comment
Hammerhorde 4 Posted March 12, 2020 Share Posted March 12, 2020 Where is the link for the tool? Googling the tool leads to more questions about where it is? Link to comment
Flix 5,116 Posted March 12, 2020 Share Posted March 12, 2020 7 hours ago, Hammerhorde said: Where is the link for the tool? Googling the tool leads to more questions about where it is? http://www.mediafire.com/download/0ya3wkb6fja3kiv/S2rw.v1.7.zip Found it in another thread on here. There are so many threads about editing game texts but I didn't want to get too merge-happy. If you search the forum for "s2rw" you might find some more useful info on here. Link to comment
Hammerhorde 4 Posted March 12, 2020 Share Posted March 12, 2020 Ok I got the tool and made a change to test it but I get this error when I go to repack the global file. Link to comment
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