This mod is a direct port from the original game without any official or unofficial tools, there may be bugs or issues. Please let me know if there are and I will look into fixing it.
Known Issues ============= Thanks to viperlord, stefankk and iyumichan informing me about the how to, the <MISSING STRING TABLE ENTRY> bug was fixed and should work normal now!
This appears to be attempting to reference a strings file, similar to how Skyrim does. The text strings for each localization are stored in a set of three files with the extensions .strings, .dlstrings, and .ilstrings - see here for an explanation. The file format is relatively well-documented (for Skyrim) so it should in principle be possible to modify the .esp data to point to new entries in the table, which would then render correctly.
I had a look at the raw hex data of the .esp file for this mod, and the FULL field in each XMRK record appears to follow the wzstring format, meaning that in the data the string is followed by a null terminator character (0x00), and the string bytes (including the null byte) are preceded by a 2-byte length. The wzstring format is used extremely rarely within the Skyrim data files as far as I am aware (never seen one before). This may be the cause of the issue - e.g. the engine expects the string data to be in a given format, and when the format does not match then it falls back to attempting to decode the string data as a reference to one of the strings tables.
This leaves us with two options: manually edit the hex data such that the strings are in a format that is expected by the engine; or locate the strings data files and add the proper entries, which will similarly require that we manually modify the string data but in this case we replace the original data with a properly-formatted pointer to the table. Either way it will be somewhat challenging to do, but tomorrow when I've got a bit of time I may experiment a bit with the data and see if the data files for the new engine are using a different string convention.
Your link seems to cover edits to existing assets, this mod required a bit different appraoch due to the map markers being new, but still useful information for future use, thank you!
This is what I changed in xEdit... "Wayshrine of Talos" to "LOC_FN_WayshrineAltarTiberSeptim01" (of course no " and this is the odd one out). For the rest it follows "Wayshrine of <divinity>" to "LOC_FN_WayshrineAltar<divinity>01" (again no "). There's also 02 and 03 but 01 worked just fine for me.
Should do the trick since it's what each wayshrine is called in AltarESPMain.esp
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Known Issues
=============
Thanks to viperlord, stefankk and iyumichan informing me about the how to, the <MISSING STRING TABLE ENTRY> bug was fixed and should work normal now!
I had a look at the raw hex data of the .esp file for this mod, and the FULL field in each XMRK record appears to follow the wzstring format, meaning that in the data the string is followed by a null terminator character (0x00), and the string bytes (including the null byte) are preceded by a 2-byte length. The wzstring format is used extremely rarely within the Skyrim data files as far as I am aware (never seen one before). This may be the cause of the issue - e.g. the engine expects the string data to be in a given format, and when the format does not match then it falls back to attempting to decode the string data as a reference to one of the strings tables.
This leaves us with two options: manually edit the hex data such that the strings are in a format that is expected by the engine; or locate the strings data files and add the proper entries, which will similarly require that we manually modify the string data but in this case we replace the original data with a properly-formatted pointer to the table. Either way it will be somewhat challenging to do, but tomorrow when I've got a bit of time I may experiment a bit with the data and see if the data files for the new engine are using a different string convention.
"Wayshrine of Talos" to "LOC_FN_WayshrineAltarTiberSeptim01" (of course no " and this is the odd one out). For the rest it follows "Wayshrine of <divinity>" to "LOC_FN_WayshrineAltar<divinity>01" (again no "). There's also 02 and 03 but 01 worked just fine for me.
Should do the trick since it's what each wayshrine is called in AltarESPMain.esp
/Stefan
Fixed version now uploaded.