Jump to content


Photo

Charmed state and dialogue initiation


4 replies to this topic

#1 Salk

Salk
  • Modders
  • 2948 posts
  • Gender:Male
  • Location:Sweden

Posted 03 January 2018 - 10:56 PM

Hello!

 

It seems I cannot start a dialogue via script with an NPC that is under charm or even has been charmed.

 

In short, this does not seem to work:

IF
    StateCheck("Marek",STATE_CHARMED)  // Marek
    Global("CharmTest","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("CharmTest","GLOBAL",1)
        ActionOverride("Marek",Dialogue([PC])
END

Marek.cre has INITDLG.BCS assigned to himself and even swapping

ActionOverride("Marek",Dialogue([PC])

with

ActionOverride("Marek",SetNumTimesTalkedTo(0))

would produce as result a loop from INITDLG.BCS without really starting the dialogue action.

 

No result even if I try to have a party member initiate it.

 

Adding to the action list

ChangeEnemyAlly("Marek",NEUTRAL)

won't help either.

 

Is this a bug/limitation of the engine or am I missing something here?

 

Thanks!


Edited by Salk, 05 January 2018 - 07:39 AM.


#2 Ardanis

Ardanis

    A very GAR character

  • Modders
  • 2575 posts
  • Gender:Male
  • Location:Saint-Petersburg, Russia

Posted 05 January 2018 - 04:13 AM

IIRC it doesn't work in vanilla BG2 without ToBEx. Don't remember if EE added the feature back in.


"Uguu~ Boku Ayu."

Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?

#3 Salk

Salk
  • Modders
  • 2948 posts
  • Gender:Male
  • Location:Sweden

Posted 05 January 2018 - 07:40 AM

Hm... But I do have ToBEx installed.
 
Unless it is some .ini setting that needs configuring?

I do have the disable silence on charm component installed.
 
Nice to see you Ardanis, by the way! ;)

Edited by Salk, 05 January 2018 - 11:13 AM.


#4 Miloch

Miloch

    Barbarian

  • Modders
  • 4793 posts
  • Gender:Male
  • Location:At Large

Posted 07 January 2018 - 11:27 AM

Yeah, it's a ToBEx component that used to be standalone (A6CharmTalk or something) that enables this. Might be an .ini setting related to it too.

 

There are some generic BG1 scripts that use this, and they only work with vanilla BG1 or ToBEx. We also use it in Aurora's Shoes for the shopkeepers. I would try replicating the same usage in your script. Make sure the charm check is the first block in the first script assigned to the .cre.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." -Terry Pratchett

#5 Salk

Salk
  • Modders
  • 2948 posts
  • Gender:Male
  • Location:Sweden

Posted 07 January 2018 - 10:03 PM

Case closed.

 

I tested this morning using another saved game and everything is working fine. :)





Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users