![]() ![]() Of course, unused placeholder for other strings could also exist, but without corresponding strings associated there is no way to detect them atm. #fallback, fields work for every records type DynDOLOD.exe - check for worldspace Editor ID changes. #-proc1, -proc2 refer to internal procedures that defines some conditions for reading the data DynDOLOD.exe - update CRC32 list for vanilla tree full models for Skyrim Anniversary Edition 1.6. #(*) indicate the string can't be null (needs at least one space). #FieldId=RecordID=List (0: strings, 1: dlStrings, 2: ilStrings So a lot of questions and I have no answers. Then how did chinese users modded Oblivion I wonder if this is the case. Not sure why Elminster didn't add support for other languages right from the start, or maybe Oblivion and FO3 just used cp1252 for eveything. That's why I hesitated to make updates after TES5Edit release, and why I still hesitate now. But what about previous games? Did Oblivion use UTF-8 for french as Fallout 4? Blindly updating core modules now without the knowledge of how localization worked in older games could easily break something for other games. Probably even replacing all AnsiString with UTF8String would work. It really should be extremely simple and should have no negative repurcussions (due to how UTF8 and ANSI overlap). That might help with FO4Edit for editing french strings.Īlso, if other people have managed to make a tool that patches the executable, we should be able to change 圎dit's source code to support UTF8. Hoping to get a wrangle on the particle density, if that's even exposed UTF8, I know there's some kind of tool out there that patches the TES5Edit executable to allow it to handle UTF8 strings properly.
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