Sorry I didn't grasp what you were after Cain... The "Name" column in the file tells what line in the talk table is to be used to generate the name we'll use for the phenotype it's for human eye's.
If you use a TLK Editor and open up dialog.tlk and look at line 2223... you'll see a single entry "Normal",and looking below it "Skinny" is at 2224.
There is even a entry for a"Dancer" at line 90483, however if your scripting or the game engine is being fed... it's by number.
Myself I'm not fond of having to use a talk table to have the name I'd like to use for a phenotype show up in the toolset. So I'm stuck adding a .tlk file or using a existing entry in dialog.tlk to remind me of which phenotype is for what.
If we are lucky, we can find what we need for that column without generating a new talk table
IE:
19 Dancer 90483 0
20 Prostitute 12614 0
21 Stocks 5737 0
22 Torture 5741 0
I'm a little hinky about using custom talk table entries for my own content. Depending on what you add to your module you have to slot your own entries to a line number where they aren't going to be stepped on by other content you add to the module. If you add Cep or proj Q to a module they have their own talk tables you have to play nice with.
Anyway sorry about the long winded rant/answer Cain.
Modifié par CalSailX, 25 octobre 2013 - 02:05 .