Skip to content

= Small mods that change the visuals =

User Avatar
#309
Auto-translated
vova2112
I've already written that, like other elements of the window, you can adjust the position and size of the rectangle in which the text is placed. In the DialogueScreen.(WindowScreenShared).xdb file, there is a link to HeroText.(WindowTextView).xdb, where you can adjust the size and position of the rectangle, and there are also several settings (ResizeOnTextSet and ResizeWidthOnTextSet) in it; it links to HeroText.(ForegroundTextString).xdb. In HeroText.(ForegroundTextString).xdb, there is a link to Text.(ForegroundTextStringShared).xdb, which in turn has a link to a TXT file where the text format is configured: 1) text size (including style); 2) position (left alignment, right alignment, center alignment); 3) text color.
I can't get it to work the way I want. In HeroText.(WindowTextViewShared).xdb, I increased the text window from 764 to 1528 (twice as much), but when I shrink the window, the text goes beyond the edge. I don't know how to make it so that when the window is shrunk, the text is wrapped/compressed, stopping just short of the button. The game engine does this starting from 1024, compressing/stretching the interface and everything associated with it.
I've seen this in the "Dark Messiah" scenario, in the dialogue with Sandro, before deciding whether to free Kha-Belekh or not. There, even without a mod, the interface of the cutscene is adapted to a widescreen (in real time), and the text is positioned up to the button. If you shrink the window, the text also shrinks along with the entire interface.

Added after 39 minutes
If you think about it, creating a text box for a 21:9 aspect ratio (from edge to button) is quite a challenge. You could strain your neck reading it.