String numbers from 100001 not recognized in game

I’m making my own campaign with my own strings.

It was fine when I used the numbers like 1, 2, 1000, 1001, 1002, 10001. However, these numbers inevitably changes some innocent strings if they are already set for something else.

So, I changed my strings by adding 100,000 so 1 becomes 100001, 1002 becomes 101002, etc.

However, these numbers are not recognized in game.

The folder in which the string file is located is correct: resources-en-strings-key_value.

I restarted the game, but it didn’t help.

Furthermore, alternatively, I designated my strings to the string numbers for the Greek Chronicle campaigns. What the… it didn’t work at all. Haha. According to the instructions in the string file for modding in the key-value folder, it should show my adjusted ones, but it didn’t.

Can I add new strings instead of modifying those already existing?

I don’t want to edit my strings on the Editor as it is so annoying due to its bad typing circumstance and for better translation into other languages.

If you want to add new string IDs you must also create a mod dat in the “local” folder and connect the new IDs to the respective rectangles of a unit, building, technology or terrain, then save the changes and in the game choose your mod dat in the campaign you want to play so that the changes you made are applied.

Thank you for reply.

  1. Are there any good posts about the dat mod?

  2. Can I check the strings on the editor before playing the campaign?

Which FILE are you changing?
The file for modded strings is named
key-value-modded-strings-utf8.txt
It should be in the same path you mentioned

It’s actually not changing but making my own ones that don’t affect original ones.

I know editing that file changes normal other strings. So, I won’t do this. Instead, I tried making my own strings with empty string numbers like 100001, 100002, etc. However, this didn’t work even though there are already the numbers of 200000+, 300000+, even 400000+.

Use the modded key file and see what happens

If your string file is not called key-value-modded-strings-utf8.txt, it’s not going to load it properly for you. Just take the file you currently have with your new strings and change the file name, it should work.

That doesn’t work, of course. I’ve tried with that file.

Of course, I used that file for my owns, but it didn’t work properly. I tried editing that file either under the Steam folder or mods folder, but neither of them worked well. Those numbers are not recognized.

Is there a reason you need to use these numbera and not others above the last game string?

Just because I don’t want to bother other original strings when I play any scenarios using them.

You can add other strings. You don’t need to modify already existing ones

I’ve already written about this a few times here.

MY OWN strings that are ADDITIONAL are NOT RECOGNIZED in the first place. They were written in the key-value-modded-strings-utf8.txt, of course.

It’s I believe a bug. I’ve already read a post in another website that additional strings don’t work, which is a bug yet to be fixed.

What I mean is, you can add other strings that are not the numbers you want. I have modded strings in a mod. The numbers are from 470950 to 470961 and work superbly. However, all the file needs to have the correct syntax. I had an issue because I was using ; as comments, but thats AI comment, not string comment

Try the numbers from 100001 to 100100 then. You will see these numbers don’t work. This is what I mean.

Yes, yes, I understood that. What I meamt is why don’t you use other numbers then, like in my mod

I tested it on my mod, for the Achaemenid single unit, number 100001, and changed the name from “Immortal (Ranged)” to “Mortal (Ranged_test)” and it worked in the Advanced Genie Editor and also in the game. See the images and do the same:

WARNING: For it to work, you need to create a “dat” mod with the correct folder names; create another mod for the separate text (only if you want to have multiple languages), with the correct folder names, and copy the path of your “dat” mod and your text mod to the Advanced Genie Editor program that comes with the game. Open the program and copy a new ID (that you already created and saved in your text file, which should be named “key-value-modded-strings-utf8.txt”) that you want on a unit, just for testing. Save the change and open the program again with the path to your mod dat and text, locate the unit that changed the text ID and see if the new description appears in the program. If the new description appears, the change is probably made in the game when you start the game with your text mod and choose your mod dat.

ATTENTION 2: If the new descriptions still do not appear in the game, it is because your “key-value-modded-strings-utf8.txt” file has:

  1. some symbol not supported by the game; or
  2. some (") is missing after some Id, or a space is missing (see how I did it in the image of my text file); or
  3. some (") is missing at the end of the description of some Id; or
  4. has an extra (") at the beginning or end of an ID; or
  5. has two or more identical IDs with the same description.

To avoid these issues, I recommend that you copy the original “key-value-strings-utf8” file to your mod, rename it to “key-value-modded-strings-utf8.txt”, add your new IDs with the new descriptions, and save.

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What a nice guide! By the way, what is the “dat” mod? Just making a new mod folder, and in that, making an empty text file and change its name into “any_name.dat” simply? Specifically how should I make it?

To make a data mod:

  1. Copy the original “empires2_x2_p1.dat” file found in Program Files (x86)\Steam\steamapps\common\AoE2DE\resources_common\dat ;

  2. Locate the “local” folder found in Users[your username]\Games\Age of Empires 2 DE[your Steam account number]\mods ;

  3. Click on this folder and inside it create a folder with the name of your mod

  4. Inside your mod’s folder you create a new folder with the name “resources” and inside this folder, you create a new folder
    with the name “_common” and inside this folder create a new folder with the name “dat”

  5. Inside the “dat” folder paste the file “empires2_x2_p1.dat”

To edit your dat file:

  1. Open AdvancedGenieEditor3.exe (which is located in Program Files (x86)\Steam\steamapps\common\AoE2DE\Tools_Builds)

  2. Copy the ENTIRE path of your dat mod, and click on the program’s “open” icon and paste the path in the “Compressed data set” rectangle.

  3. In the “Language file location” box, paste the ENTIRE path to the original “key-value-strings-utf8.txt” file and in the box below, paste the ENTIRE path to the “key-value-modded-strings-utf8.txt” file from your text mod.

  4. In the “Path for DRS files” box, paste the ENTIRE path to the original “drs” folder located in Program Files (x86)\Steam\steamapps\common\AoE2DE\resources_common\drs

  5. In the “Path for loose SLP files” box, paste the ENTIRE path to the original “graphics” folder located in Program Files (x86)\Steam\steamapps\common\AoE2DE\resources_common\drs\graphics.

  6. In the “Path for palette configuration” box, paste the ENTIRE path of the original “palettes.conf” file found in Program Files (x86)\Steam\steamapps\common\AoE2DE\resources_common\palettes\palettes.conf

  7. In the “Path for player color palette” box, paste the ENTIRE path of the original “playercolor_blue.pal” file found in Program Files (x86)\Steam\steamapps\common\AoE2DE\resources_common\palettes\playercolor_blue.pal

  8. Then click the “open” button to open your dat file and then you can edit it.

  9. After editing, click the “save” button (closed gate) and in the “Compressed data set” box, paste the ENTIRE path of your dat mod; in the “Language file location” rectangle paste the ENTIRE path of the original “key-value-strings-utf8.txt” file; and in the “Language x1 file location” rectangle paste the ENTIRE path of the “key-value-modded-strings-utf8.txt” file from your text mod; and click the “save” button to save the changes.

  10. Then in the game choose your mod dat in the campaign you want to play so that the changes you made are applied.

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Thank you for your detailed answer! I’ve always waited for this kind of explanations! Finally we have it…! You must be fully blessed throughout your life!