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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: .strings.bin converter

    Well all files you really need are the maps/world/base/map.rwm file, the maps/world/base/imperial_campaign folder and text/imperial_campaign_region_and_settlement_names.txt, all in all not more than a few mb of size, so it doesn't take too much hd space... You can delete some videos to compensate, who needs videos anyways :P

    Anyways, I probably won't bother to write a .txt to .strings.bin converter, because the mod folder is supposed to work properly in 1.2, so using file_first should become obsolete (and I won't do anything to stop that )

  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: .strings.bin converter

    Thing is I tried using MedManager after posting the above and created a "mod" with all contents of the data folder except videos and sounds and historic battles and when running it, it did not even take into account my normal changed character traits file (i.e. characters still had same trait effects as vanilla instead of my modded one)

    Figure you would mind giving me an address where I can send the 2 text files to so you can run your game and convert them to bin for me?

    Edit:
    I uploaded it here as a rar file if you would be so kind:
    http://download.yousendit.com/062D46C0488F6661
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  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: .strings.bin converter

    You know, the problem with that is if I do it for you this time, you'll ask for it again, when you next have to change something.
    If letting the game generate it is too complicated, you can use this tool to directly edit the bins.

  4. #4

    Default Re: .strings.bin converter

    so i tried that sting editor to change the city name Rheims, to Reims and the game crashes. I hate these text files.

    Even mods that have text files with them wont work. WTF

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: .strings.bin converter

    Try using a mod folder, mate.
    The io.file_first method apparently doesn't generate .strings.bin files for some people (or everybody?)

  6. #6
    Member Member Re Berengario I's Avatar
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    Default Re: .strings.bin converter

    Quote Originally Posted by alpaca
    Try using a mod folder, mate.
    The io.file_first method apparently doesn't generate .strings.bin files for some people (or everybody?)
    With the io.file_first method it seems that the game doesn't generate strings.bin files but if they are already there and you modify the relative txt files they are appended with the new stuff you write.

    So you don't have to delete them as you'd do if you use the mod folder.

  7. #7
    feed me! Member Ashdnazg's Avatar
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    Default Re: .strings.bin converter

    @alpaca: I think there should be an organised boycott on mods that won't use the mod folder after 1.2 is out.
    That will probably force the mods to be a bit more GB friendly :D
    a.k.a Lord hokomoko @ the Lordz Modding Collective

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