Local string

When a local string is added to a file, it overrides the game’s default behavior of looking up the string reference in the talktable, and the local string is displayed in the subtitles and UI instead.

Local strings can be added manually to, for example, change the names of creatures and objects, change or correct subtitles, add or change Hawke’s dialogue wheel paraphrases, or add or change Warden responses in DLC without having to either edit the vanilla talktable (which is a thing you should really never do) or register your own custom talktable in a plugin.

It’s important to note that because this text bypasses the talktable it will appear obviously out of place if installed in a game which has been localized to a different language.

In pyGFF, add a local string in the text area of the edit section and then hit save. In the toolset, the local string is added in the same field as the string reference, first typing a colon immediately after the string ref.

For some reason the toolset always exports local strings when it exports files. So if someone whose game has been localized to a non-English language installs a mod exported from the toolset, that item description, entire conversation, etc. will have English text even if the modder didn’t change any text themselves. ¯\_(ツ)_/¯