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#16 berelinde

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Posted 12 April 2013 - 08:04 AM

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.
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#17 Madwolf023

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Posted 12 April 2013 - 08:49 AM

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.

#18 EpitomyofShyness

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Posted 24 April 2013 - 07:19 PM

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.

#19 Madwolf023

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Posted 25 April 2013 - 04:51 AM

Makes sense. Thanks for making it simple for me to understand. :D

#20 hornshot

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Posted 01 May 2013 - 12:28 PM

Oh, this is tremendously exciting news!

#21 notepic4

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Posted 12 July 2013 - 09:52 AM

I can't wait to see the next update :3

#22 Madwolf023

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Posted 04 August 2013 - 08:17 AM

Just wondering, any news?

#23 Tchos

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Posted 03 April 2014 - 11:45 AM

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.

Edited by Tchos, 03 April 2014 - 11:46 AM.

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