WarChiefZeke Posted December 29, 2016 Author Share Posted December 29, 2016 no, i hadn't seen any party banters yet, i only just got out of the first dungeon...which has all your party members leave. now to figure out how to do that correctly good to know this code is all good though. leaveparty() makes you lose your inventory correct? Link to comment
agb1 Posted December 29, 2016 Share Posted December 29, 2016 LeaveParty() moves any items that are flagged as "critical" (one of the bits in the item flags section) to the first open slots in the (remaining) party's inventory. Non-critical items stay with the NPC. Link to comment
Roxanne Posted December 29, 2016 Share Posted December 29, 2016 no, i hadn't seen any party banters yet, i only just got out of the first dungeon...which has all your party members leave. now to figure out how to do that correctly good to know this code is all good though. leaveparty() makes you love your inventory correct? LeaveParty() (exact spelling is needed for actions) makes the NPC leave the party with all inventory, except for designated plot items which are given to the PC (or another player if PC inventory is full). so they are not lost by error. You can use DropInventory() LeaveParty() if you want to give the remaining NPCs a chance to loot the stuff or any other actions to give part of the inventory or specific items to anyone before leaving. Link to comment
WarChiefZeke Posted December 30, 2016 Author Share Posted December 30, 2016 actually trying to add a banter and install gives me this error? ERROR: Failure("resource [bDMKHIIB.DLG] not found for 'CHAIN3'") Link to comment
agb1 Posted December 30, 2016 Share Posted December 30, 2016 None of the BD---B DLG files exist in the original game files. That is why Roxanne suggested extending the original BG1 banter files into SoD. Link to comment
WarChiefZeke Posted December 30, 2016 Author Share Posted December 30, 2016 Hm...so there's no set standard for doing this at the moment. If I were just to copy her code could I also just add in new files for them? If not, whatever, ya know. I'll find a way to script them to shout string files if i must Link to comment
agb1 Posted December 30, 2016 Share Posted December 30, 2016 I would follow Roxanne's lead and do the following: APPEND ~interdia.2da~ ~#ISHY BISHY~ UNLESS ~#ISHY~ COPY_EXISTING ~interdia.2da~ ~override/BDBanter.2DA~ // use pre-SoD NPC banter dialogue files during SoD too (intentionally overwrite BDBanter.2DA if already exists) You can then CHAIN your banter dialogues into the regular BG1 banter files (from interdia.2da) for the other NPCs. Link to comment
Roxanne Posted December 30, 2016 Share Posted December 30, 2016 actually trying to add a banter and install gives me this error? ERROR: Failure("resource [bDMKHIIB.DLG] not found for 'CHAIN3'") None of the BD---B DLG files exist in the original game files. That is why Roxanne suggested extending the original BG1 banter files into SoD. Since this is a pure SoD character, you need to create the file first with your tp2 I suggest ACTION_IF NOT FILE_EXISTS_IN_GAME ~BDMKHIIB.DLG~ THEN BEGIN COMPILE ~MyNPC/dialogues/BDMKHIIB.d~ END and create the respective file BDMKHIIB.d which contains nothing but BEGIN BDMKHIIB Put it in TP2 prior to the place where you compile the dialogues that want to append to it. Link to comment
WarChiefZeke Posted December 30, 2016 Author Share Posted December 30, 2016 Nice, banter files work now for SOD companions. should i append previous companions dialogues into the old dialogue file so some old banter may run, would that cause conflict? my first play-through of SOD is doubly fun as i create stuff for it in the process. we really are lucky to have the IE engine still getting totally new content. Link to comment
Roxanne Posted December 30, 2016 Share Posted December 30, 2016 should i append previous companions dialogues into the old dialogue file so some old banter may run, would that cause conflict? What do you mean by that? Maybe give an example. Link to comment
WarChiefZeke Posted December 30, 2016 Author Share Posted December 30, 2016 I mean if I were to use the code agb provided. What this does is make the NPCs use the old banter file, right?: APPEND ~interdia.2da~ ~#ISHY BISHY~UNLESS ~#ISHY~COPY_EXISTING ~interdia.2da~ ~override/BDBanter.2DA~ and to answer your previous question agb, there does indeed seem to be times where traditional party banters fire, but this seems to be location based and they work fine even with your previous code active. Link to comment
Roxanne Posted December 30, 2016 Share Posted December 30, 2016 COPY_EXISTING ~interdia.2da~ ~override/BDBanter.2DA~ If you do this, you make a global change for ALL NPCs. This may be good for your local game but you may be a bit more specific for a published mod. Like just adding your banter individually to the game APPEND ~BDBanter.2da~ ~#ISHY BISHY~ UNLESS ~#ISHY~ Note that for EET you may even skip this as this would be done for your mod per default. Link to comment
WarChiefZeke Posted December 31, 2016 Author Share Posted December 31, 2016 Right. I think i'll avoid doing that for now and just do the tedious monkey-work of copying over the banters that would make sense in SOD into new files. I want to do as little as possible to step on the toes of other mods. So, I understand how to write the script to get it to shout a string reference...but how exactly do I add those appropriate string messages in game? In .d format inside of their dialogue files? This is totally unnecessary, but as I try to write out the SOD quest, i'd like, if possible, just to have them shout a few phrases during the battle. Link to comment
Roxanne Posted December 31, 2016 Share Posted December 31, 2016 Right. I think i'll avoid doing that for now and just do the tedious monkey-work of copying over the banters that would make sense in SOD into new files. I want to do as little as possible to step on the toes of other mods. So, I understand how to write the script to get it to shout a string reference...but how exactly do I add those appropriate string messages in game? In .d format inside of their dialogue files? This is totally unnecessary, but as I try to write out the SOD quest, i'd like, if possible, just to have them shout a few phrases during the battle. You mean something like this? NPC receives an item, drops it and displays text overhead saying ~I will not use this!~ Example 1 IF HasItem("CMCLCK07",Myself) THEN RESPONSE #100 DropItem("CMCLCK07",[-1.-1]) DisplayStringWait(Myself,@192) END You need a tra file for your mod (you may want one anyway, at least a setup-mymod.tra). Here you may put all the text you want like item descriptions, stringtexts, creature names etc. You reference this tra at the top of your tp2 (look up any mod tp2 for how to do that) For the example you put a line there @192 =~I will not use this!~ Example 2 IF HasItem("CMCLCK07",Myself) THEN RESPONSE #100 DropItem("CMCLCK07",[-1.-1]) DisplayStringWait(Myself,~I will not use this!~) END Might look easier at first glance but becomes quite unpleasant to read code if you have longer texts. I personally prefer tra like example 1, as in the long term you will have at least a basic file anyway and it is also the basis for (tra)nslating the mod eventually. So either Weidu compiling the baf file adds the text to dialog.tlk directly or it reads the text to be added from the tra file. Link to comment
WarChiefZeke Posted December 31, 2016 Author Share Posted December 31, 2016 Ah, so i can just add the lines right to the script. Nice. Link to comment
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