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extending single player dialogue


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#1
-Semper-

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hi folks,

i've got some questions all related to the single player dialogue. for a dlc like a new quest in dragon age you have to create a new module which extends the single player module. now if you want to create reactions of your original followers you somehow have to extend their dialogue files - and here come the problems^^

1) is there a "scripting solution" to attend a new dialogue file to a follower/npc which fires when a certain condition achieved or do we have to extend the core dialogue files?

if so then 2) it's not that hard to extend the core dialogue file and export it to overwrite the original one but there will be a problem for all the foreigners. they have to extend their original tlk also. now if i create my custom dlc module i have to set an id range. do i have to extend the original tlk by draging the tlk into the toolset and add those new id entries by hand or can i just create a new tlk for my module and the engine flips to this tlk if needed - like when i am clicking the new line of dialogue i added to the single player through my module.

3) if i check out the single player dialogue file to add some lines will the old ids remain as used in the core game resources or will they be overwritten by the id range used within my module?

thx guys ;)

Modifié par -Semper-, 17 juin 2010 - 07:19 .


#2
CID-78

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1) you can do either one, you can get conflicts with other mods or patches with either method.



2) the game will switch to the right .tlk depending on the string ID. you shouldn't notice anything.



3) To be honest i don't know, there shouldn't be a technical reason to prevent a mix but it might be some security in place that make sure that resources remain within the modules ID range. this is the kind of thing you learn by experimenting or from other who has experimented with the same. thing.

#3
TimelordDC

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For (3), based on my limited experimentation, the IDs will not change as long as you don't touch the lines - and touching means editing or copy-pasting them in another place within the same dialogue. That will change the IDs.

#4
-Semper-

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seems like the dialogue IDs remain the same.

edit: found the .dlg^^

no i only have to get it through the flagpatcher. if there were not this bug that causes the exported items to ignore the talktables at all -.-

Modifié par -Semper-, 18 juin 2010 - 02:44 .