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00. Configuration

Ketei edited this page May 23, 2026 · 5 revisions

Access

Nexus Forge allows for some configuration via ProjectProject SettingsGeneralNexus Forge

Enabled Modules

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.

Note

Disabling a module still loads the object on the singleton during gameplay, so the module is still usable in-game. This behaviour will change in the future

Paths

This section allows you to set the localtion of the resources used by Nexus Forge modules. Picking a different module requires restarting before continuing to work.

Caution

Moving a resource location does NOT update the Project Settings path automatically. I can't guarantee that Nexus Forge will continue to work as intended if the file is moved without updating the location in Project Settings manually.

Settings

Custom Dialog Debug Scene

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.

Discourse Base Language

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.

Discourse Scroll Wheel Pans

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.

Discourse Use Languages

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.

Recompile Documentation on Start

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.

Localization Directory (Advanced)

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.

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