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PaulR0013

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  1. Ka1am33t
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    This is great, thank you! 
    Could this dlc version be safely installed on an existing save with old version of this mod included  ( modZ_NamesFromThePath ) ?
    Less confusing question ( I hope ) do we need to start new playthrough once installed this and remove previous "mod" version? I play on classic 1.31 still. :)
    1. paulr0013
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      Great questions:

      • Could this dlc version be safely installed on an existing save with old version of this mod included  ( modZ_NamesFromThePath ) ?  Yes! It is safe to remove modZ_NamesFromThePath and install dlcNamesFromThePath at any time. The DLC will write a fact into your save file the first time the game loads it up. Nothing else in the game uses the fact, so you will never know it's there and it doesn't affect anything other than to serve as an activator for the DLC. In the future, if there is an updated version, the mod will already detect the fact and will not need to write it again. This way the mod is forward compatible, backwards compatible, and future proof. Also, unlike some other DLC mods, this one does not attach itself to your save file so you can uninstall it without corrupting your save.

      • Do we need to start new playthrough once installed this and remove previous "mod" version?  No! As I mentioned above, the mod will add a fact to your save file which serves as the activator. This can happen at any point in the game. Install the mod, load a save (I recommend testing with Bram the merchant in White Orchard), and you will immediately see it working.

      • I play on classic 1.31 still.  No worries! This DLC mod works with all versions of the game, past, present, and future. I don't anticipate ever needing to update it because CDPR releases a new version. Updates will only be to add/edit names. 

    2. Ka1am33t
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      Wow I really appreciate effort in explaining it to the details! All of your mods are must have!
    3. paulr0013
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  2. Dyvalas
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    I have a suggestion for a character that possibly needs a proper name: the fisherman that is encountered during the Baron's quest "Family Matters".

    His wife and children are referred to as "Voytek's", while he doesn't have a proper name, he is just labeled as "Fisherman". 

    He should probably be correctly named "Voytek" or "Fisherman Voytek", if his profession is important enough to be included.


    Screens
    1. paulr0013
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      Thanks, but I am already aware of Voytek. It is not possible to give him a unique name because there are multiple characters contained within one entity file. Changing it would give all of them the name Voytek. Unfortunately there are numerous instances of NPCs like this. In my last playthrough, I found more than 10 in which characters had unique names but I couldn't change them because they were part of a file containing multiple NPCs.
    2. Dyvalas
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      Understood, no problem then
  3. JvlxD2004
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    Hello!
    First of all, thank you for your mod, is really great.
    Second, how can i improve the translation to PT-BR? I notice that are some grammar errors and i want to change that. Can you show me how? Thanks!
    1. paulr0013
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      Sure, inside the mod is a csv file. You can open that with a text editor like Notepad++. Make the edits, save it and close. Then you can send me the file and I will convert it to a w3strings file.
    2. JvlxD2004
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      Hi again!
      I did it! Here is the download link: https://www.mediafire.com/file/s2zprpzwhk1db2e/en.w3strings.csv/file
      I made some grammatical corrections and i changed some names to have consistency with the dubbing in brazilian portuguese. Sometimes the voice actors say one name and in the game appears another one and that bothers me a little bit. I don't know if i have 100% accuracy on the names matching with the dub but if i don't i correct that and i send you another file, if that's ok.
    3. paulr0013
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      Thank you. I spot checked your file and it looks accurate. I'll upload it as soon as possible.
  4. tinytransfem
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    I assume that this would be far too much work but I thought I'd ask anyways; would it be possible to have a version of this mod that combines titles and names? For example in the preview images we can see that "Merchant" was replaced with "Bram" or "Barber" with "Cledwyn", but I'd love to have it as "Merchant Bram" and "Barber Cledwyn." Still installing this either way though! :)
    1. paulr0013
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      Thanks for the feedback. No, I don't have any plans to do that. You can do it for yourself if you want. The .csv version of the name file is included in the mod. You just need to open it with a text editor and change the names to whatever you want. Then just encode the file to the .w3strings file. String encoders are available on Nexus.
    2. tinytransfem
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      Thank you for letting me know, I might just do that soon!
  5. masamoi
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    Please make a Japanese version!
    1. paulr0013
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      There is a Japanese language file available in the Optional files section. If someone would translate it, I'll be happy to update it.
  6. SamMan16
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    Final quest in Heart's of Stone where you go visit the Oxenfurt Academy, Shani refers to the guard on the right outside the academy as Norbert, but his name is still just generic Redanian Soldier. Could we potentially get some love for our soldier who took an arrow to the knee by giving him his name?
    1. paulr0013
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      Unfortunately no. There are many instances in the game (this being one of them) in which people have names, but the problem is they do not have unique files. Both of those guards are contained within the same file, and the name is assigned at the file level. So, if I were to change the name for that guard, both guards would have the same name. Voytek and Fishgulper are another instance where this occurs and, unfortunately as a result, I cannot assign unique names.
    2. SamMan16
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      That sucks. Would be weird to have Novigrad occupied by the "Rupert" army. I'm going to download and investigate with Redkit to see how feasible it would be to duplicate the existing generic NPC's who have been named but used a shared file to try to create a unique version that exists only in that quest that could receive a unique name.
    3. paulr0013
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      That's possible. I suppose I should clarify my statement. It's not possible to do within one file because all appearances used in that one file would all share the same name. But an alternative would be to create unique entities for all the shared NPCs. This would require a ton of edits to comms, phases, spawntrees, entities, and w2l's. Not to mention its unpredictable what other impacts could occur such as decreased performance. We actually tested this in BiA for Voytek and Stan Fishgulper so the proof of concept works, but it's just a ton of work for not a lot of benefit in my opinion. But, to your point, it is possible.
  7. bjergsenn
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    Can i still use this on my already-existing save game on next gen?
    1. paulr0013
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      Yes, you can install it or uninstall it at any time.
  8. superciccioso
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    Many thanks also for localizations.
  9. john07770
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    Hi there ! thanks for this mod ! i was wondering if it was normal that everytime i load a save or change area, the first time geralt makes a comment (on roach for exemple), name (geralt of rivia) won't appear. it just shows this  ": sentence".
    the second time, it works.
    1. edtom92
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      Same issue here.
    2. john07770
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      Hi, maybe it's not an issue. Because I uninstalled all mods except this one, and still the same happens.
    3. paulr0013
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      Hey John, the problem isn't with this mod per se, it's how the vanilla game uses the alternate display name. The engine takes a second to find the name when it first loads. Once it is loaded, it works fine after that. The mod doesn't change the architecture of how the alternate display name works; it just utilizes the scripts that are already in place. Unfortunately there isn't anything I can do about that since it resides in the engine, not the mod. I feel this is a small trade off for the value of the mod. The only other alternative is to go back to using the non-DLC method which contains hundreds of entity files and has dozens of conflicts with other mods needing patches. That method was a pain for mod authors to maintain and users hated having a bunch of compatibility patches, which led me to make it DLC only.
    4. john07770
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      Hi Paul ! Thanks for the clarification ! Yes, it's not that big of a deal of course, this mod is amazing.
    5. Ka1am33t
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      It took me some time to find the cause of this "bug". Not a game breaking or even that important many will agree, but kinda distracting in my case, since English is not my native language I tend to notice often the Geralt's missing name.
      Paul, is there any chance I could find the oldgen MOD (structure) version of this very important mod?
    6. paulr0013
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      Sorry, but the previous versions of Names are no longer supported. The mods themselves have not been updated in over a year, so they don't include all of the recent additions. And the original mod contained hundreds of entity files resulting in conflicts with a lot of other mods, and all of the compatibility patches have been taken down. I have no plans at the moment to go back to that method.
  10. kozmic1
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    Love this mod. Works terrific! Really great quality of life mod
  11. Gergo900410
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    Can you give me your discord address, I could send the Hungarian translation there ?
    1. paulr0013
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      You can find me in the Brothers In Arms Discord
    2. Gergo900410
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      I upload the hungarian translation! DLC_Names_From_The_Path-docx
    3. paulr0013
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      Thank you, Gergo. I uploaded your file and credited you for the translation.