The loadhints.2da file references what is shown when loading screens are going on for a player.
There is some functionality that Bioware used to include campaign-specific (ie Wailing Death, SoU and HotU) hints in this file while not letting them hints apply to usual modules. Thanks Bioware!
The easiest way to use this file is not modify it if you're running a basic campaign. It essentially will provide basic hints to new players on how the game works. Since Bioware coded it so all their campaign specific stuff is marked, none of that will appear.
However if you do replace the loading hints with more flavourful ones, consider just recreating the file from scratch. There is no real benefit to keeping any of the ones marked CAMPAIGNONLY
Like how you can set a specific load screen via. scripting (and in the area properties) you can also potentially set something for the load hint too.
Conceptually (untested) you'd;
Have this 2da file with 1 single load hint. This would point to a generic sounding or even blank load hint TLK string, eg:
Then you'd run some code each time a transition is made. If you can capture all JumpToLocation calls and also the generic movement script (NW_G0_Transition) then you could modify it before the jump is done:
Worth a shot! Means per-area specific load screen descriptions or hints that change as the game goes on.
|Column||Example Contents||Valid Values||Description and Notes|
|LABEL||DeadHen||Any text string||Human readable note, not used by the game|
|HINT||68700||TLK string reference||TLK String to show. There is likely a length limit - worth experimenting and updating here. Probably can include coloured text especially if SetTlkOverride is used.|
0 - Generic hint
1 - Wailing Death
2 - Shadows of Ulrentide
3 - Hordes of the Underdark
Generic hints are what modders want to use.