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Conversations - complete list of string macros like <FirstName/>?


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#1
mikemike37

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I'm interested in using Macros like <FirstName/>, but cant find a list of them anywhere. All I've been able to find is 

http://social.biowar...rsation#Macros 

Does anyone know of more than <FirstName/>? I'd appreciate any macros anyone knows of. Thanks!

#2
Innodil Ath Nathosh

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I think ther aren't any and even firstname is almost never used due to all the VO....

In general there are just multiple lines with conditions for gender, race and class checks afaik



There are general plots you can use for those condition (filter on *gen* in your plots in the toolset to get them)

#3
Sunjammer

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They are defined by dialog_tokens.gda (i.e. dialog_tokens in dialog_tags.xls in [program files]\\Dragon Age\\tools\\Source\\2DA\\toolset\\) and are:
  • FirstName
  • LastName
  • FullName
  • DogName


#4
mikemike37

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great thanks! pity theres nothing for gender/race etc. no matter, can be done in other ways.

Modifié par mikemike37, 10 avril 2010 - 04:39 .


#5
Otomo Tetsuo

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I agree MM that it will take some getting used to (still breaking out of NWN-mind). I can see how the use of conditions instead of tags would avoid the need for additional localization (sir/miss, mister/madam, etc.) and thus extra scripting for BW. Though ... it woulda been nice. :D

#6
AmstradHero

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The reason that tags don't really exist is because they can't be used in dialogue. This is because one line of dialogue has to have a single line of recorded voice associated with it, and as such variants based on race/gender/origin/etc all have to be implemented as conditionals which take the player to a different conversation node.

You do have easy access to those checks though - add the plot gen00pt_class_race_gend or gen00pt_backgrounds (under the _Global\\Generic\\ folder) as your plot conditional and select your desired characteristic.there.

#7
Otomo Tetsuo

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@AH That makes total sense, considering how VO-heavy dialogue has become (Starting with NWN2 and now even more in DAO). And you're right, the plot gen00pt_class_race_gend conditional is pretty easy to use as a substitute. Their is still the additional copy/paste/minor edit that has to be done to include these extra conditional nodes, but all in all, it's very do-able.

Thanks for the perspective.

#8
Obadiah

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Does <LastName/> work?

I'm trying to add a conversation introductory line, and it shows up as blank for my imported character. Works ok for a new character generated in the module though.

Modifié par Obadiah, 27 avril 2011 - 08:18 .


#9
FollowTheGourd

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Obadiah wrote...

Does <LastName/> work?

I'm trying to add a conversation introductory line, and it shows up as blank for my imported character. Works ok for a new character generated in the module though.


Just a thought, but does your imported character retain their background (quick way to check maybe if you look under your race icon in the character sheet)?

Modifié par FollowTheGourd, 27 avril 2011 - 03:53 .


#10
Obadiah

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The race icon shows the origin Dalish Elf so I don't think it is that. Maybe the last names from the Single Player are using a different string ID?

[Edit]Tried adding Single Player to the module heirachy as well, and that didn't seem to help.

Modifié par Obadiah, 28 avril 2011 - 05:29 .