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00. Configuration
Nexus Forge allows for some configuration via Project → Project Settings → General → Nexus Forge
This section allows you to enable or disable modules (tabs) on the Godot editor. All modules can be disabled but the Blackboard as it is a common dependency. By default all modules are enabled.
Allows you to set the directory that Nexus Forge's exporter will generate localization files on. This directory is only created on the pck/zip and the files added directly to it. They are never created on your project directory.
Caution
It is recommended to pick a non-existent or empty directory as Nexus Forge will add the files without checking if they exist on your project and could replace files you had on those directories already.
When exporting, Nexus Forge can register your characters on the Singleton so when you launch your game you can access the characters directly instead of having to register them first.
With the setting enabled you can directly use NexusForge.Characters.get_character("my_character").
Without it you would need to use NexusForge.Characters.register_character("my_character", "res://my_character.tres") before trying to use get_character
With this setting enabled, you can also do the same for editor builds.
Note
This feature will register every character on export. But for editor tests it can sometimes not track a file. To make Nexus Forge track it simply open the file once, or if there is a bulk of files, use the tool on Project -> Tools -> Nexus Forge Character Lookup to scan a folder and all its subfolders for character files.
This section allows you to set the location of the resources used by Nexus Forge modules. Picking a different module requires restarting before continuing to work.
Note
Moving a resource location should update the setting properly, but I can't guarantee it'll work in every case. Always double-check that the path updates correctly if you move a resource.
When the game starts, Nexus Forge will instantiate all module objects (regardless of the disabled modules) so that they are usable in-game at any moment. Turning this off means that the objects of the disabled modules will not instantiate, so any calls to those objects will result in a null-access exception.
This allows you to select a custom scene to use when using the play button (▶) in Discourse to test your dialogs. The custom scene needs to be configured properly to work. You can see how to do so on the relevant Discourse Section.
This is the language that Discourse will use as its "main" language. Meaning it'll be used as reference when working on localization. By default - and it's initial value - will be your system language.
This will configure how the scroll wheel behaves on the Discourse graph editor.
- On: The scroll wheel will move the graph editor up and down.
- Off: The scroll wheel will zoom on the graph editor.
This is a list of locale codes that Discourse will use for all new files created through the plugin. Locale codes must be separated with a comma.
Note
- Nexus Forge does automatic validation of the locale codes. It'll make sure the formatting matches the standard Godot locale code formatting and remove invalid locale codes.
- Discourse only accepts language and country locales. Scripts, variants, extensions and subtags are removed.
Tip
Nexus Forge automatically adds base languages from regional codes. If you add a regional locale (like es_MX or en_GB), the base language (es or en) is automatically registered for you. You do not need to add the base language manually.
Enables/Disables the item string formatter for the name and descriptions. Disabling it will just return the data without executing any string parsing.
When using get_item_name() and get_item_description() on an ItemSheet, the resource will format the field using the Blackboard. So, if enabled, it'll turn "{$player/name}'s Shiend" into "Jhon's Shield".
Enables/Disables the item string formatter for the name and descriptions of the quest, stages and objectives. Disabling it will just return the data without executing any string parsing.
Similar to ItemSheets, you can useget_*_title() and get_*_description() to format the field using the Blackboard.
If set, NexusForge will instantiate this scene and update it as you write text on Discourse's localization window, so you get a live preview of how the text will look on your game's GUI. To see how to set-up this scene, see (WIKI ENTRY NOT DONE YET).
This forces Godot to recompile all Nexus Forge documentation.
In Godot 4.4 (and maybe on 4.5) there was an issue that prevented comment documentation to show on the F1 search menu unless the script was recompiled. It is disabled by default as this issue seems to be resolved now. Recompiling the script is harmless but adds to disk I/O and load times during engine start.
Nexus Forge, when exporting, processes dialog files to strip them from editor data and separates logic from displayed text. This directory is the path where all displayed text will be saved in. To read more about this go to the Discourse Export section of the wiki.
This float value (ranging from 0.0 to 1.0) will represent how much weaker the genetic inheritance is between species. Setting it at 0.0 will disable the Genetic Dilution, and at 1.0 the inheritance will be disabled regardless of other settings.
For example, at 0.25, that means a species will inherit the stats/skills/traits from their parent species at 75%, then 50% for the grandparent, 25% for one species up and so on.
Example:
| Species | Distance | Dilution Multiplier (0.25) | With Dilution | Without Dilution |
|---|---|---|---|---|
| Ancient Dragon | Origin | 1.0 | 100 | 100 |
| Dragon | 1 Gen. | 0.75 | 75 | 100 |
| Dragonborn | 2 Gen. | 0.50 | 50 | 100 |
| Kobold | 3 Gen. | 0.25 | 25 | 100 |
| Hatchling | 4 Gen. | 0.0 | 0 | 100 |
Toggles is a species will inherit stats from it's parent species up to the origin. Combine with Species Genetic Dilution to generate more diverse species.
If enabled, when you change the engine's locale with TranslationServer.set_locale() Discourse will also update its language to match that of the engine.
Toggles the printing of messages coming from NexusForge on various levels. Useful for debugging and on by default.
Note
Right now not all debug messages have been changed to use this optional logging system, so even if you disable logging, some messages will still appear.