berelinde Posted April 12, 2013 Share Posted April 12, 2013 Coding already-written dialogue in the Electron Engine is dead easy. If you work with builders, you probably hear horror stories about the scripts and talk triggers, but modding the OC doesn't work that way. Adding new triggers to an existing area isn't feasible (we aren't allowed to redistribute areas), so we have to cue mod conversations from already-existing dialogues. It's very limiting in the sense that we can't just put dialogues in anywhere we please, but the limitations define the scope of the mod. In other words, it's a necessary evil. Link to comment
Madwolf023 Posted April 12, 2013 Author Share Posted April 12, 2013 Ninety percent of what you said went over my head, but the ten percent that didn't made sense. I just poke my codder friends until they do things. Or poke their computer screens. Which might explain why I get viruses every few months. Link to comment
EpitomyofShyness Posted April 25, 2013 Share Posted April 25, 2013 Madwolf, what berelinde means, is that the makers of NWN2 don't allow modders to re-release the areas in the game, so she can't put "triggers" (the thing that causes a conversation to start) just anywhere. Instead conversations have to 'piggyback' on other conversations that are already in game. Link to comment
Madwolf023 Posted April 25, 2013 Author Share Posted April 25, 2013 Makes sense. Thanks for making it simple for me to understand. Link to comment
hornshot Posted May 1, 2013 Share Posted May 1, 2013 Oh, this is tremendously exciting news! Link to comment
notepic4 Posted July 12, 2013 Share Posted July 12, 2013 I can't wait to see the next update :3 Link to comment
Madwolf023 Posted August 4, 2013 Author Share Posted August 4, 2013 Just wondering, any news? Link to comment
Tchos Posted April 3, 2014 Share Posted April 3, 2014 Coding already-written dialogue in the Electron Engine is dead easy. If you work with builders, you probably hear horror stories about the scripts and talk triggers, but modding the OC doesn't work that way. Adding new triggers to an existing area isn't feasible (we aren't allowed to redistribute areas), so we have to cue mod conversations from already-existing dialogues. It's very limiting in the sense that we can't just put dialogues in anywhere we please, but the limitations define the scope of the mod. In other words, it's a necessary evil. I'm also posting this info here, even though I posted in another thread, for the benefit of anyone who may read one but not the other -- you don't need to distribute the area to insert new "triggers" to initiate conversations. I know several methods for inserting such things into existing NWN2 areas, even in areas where the player has already been, using scripts, and will gladly explain or demonstrate to anyone interested. Virtually everything in an existing NWN2 game can be modded and manipulated by script, including placed instances of NPCs and placeables. Link to comment
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