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[SOLVED] Dialogue skipping over branches rushing to the END DIALOGUE?


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#1
Charsen

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I have a branch of dialogue that contains a cutscene on one line before ending the dialogue tree. There are some spoken lines (that have appropriate sound files, they haven't been modified from the original game), but it appears as though after the initial dialogue is said, the following branches are ignored and ended naturally without being executed.

Has anyone had anything like this happen?

Posted Image

After the highlighted line is spoken, the following lines are skipped no matter what. As you can see, i have 2 conditionals with a 3rd branch that is default (no condition, a catch-all). None are spoken. This happens at several points during a dialogue that has otherwise worked fine until recently...

Any thoughts?

EDIT: 
the mod manager i was using had left an older copy of the mod in the addIns folder. Silly mistake, but hope that helps someone else.

Modifié par Charsen, 25 mai 2010 - 04:49 .


#2
CID-78

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add a enddialogue node after the NPC has spoken. the PC should have the last word, even if it doesn't say anything.

#3
Charsen

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well, those particular branches end by looping back to the very 1st NPC dialogue in the file (that's what the game originally does in party_events, to continue the conversation it makes them go back to the 1st line)... and none of them are end nodes.



The weird thing is, if it was a random END DIALOGUE somewhere, wouldn't it have decided to stop the trace right away upon starting the dialogue file? or does it only read ahead a few branches?



hmm..

#4
CID-78

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yeah right. i should have seen the grey links, don't spend much time in the dialogue editor.



no i can't see anything obvious. unless you have some action script in a node that kick the player out from the conversation.

#5
Charsen

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sadly, no rogue actions. in that image i posted, she speaks the highlighted line then ends right there. the following 3 conditions are never spoken whatsoever. the 3rd has no condition so if nothing else, it should be selected. i am not sure why it would stop before hitting them since it passes the highlighted line.

*edit*

GOOD NEWS!

I bashfully am updating to say that it was a simple error and has been fixed. a previous copy of the party_events.dlg remained in the addins folder, i believe due to the mod manager i was using. hilarious right? right? ah well, it's solved. =)

Modifié par Charsen, 25 mai 2010 - 04:48 .