Triggers are just a boundary for a portion of an area. They are painted on an area map by indicating their perimeter. Then you can initiate events when a PC crosses the edge and enters or exits the trigger. Triggers are used in the OC so that when the PC walks over that portion a conversation or conversation line is initiated. This is the most efficient way to initiate conversations.
That really isn't an option for modding the OC though because you cannot paint anything in the existing areas and you cannot put modified areas into the override folder. So the good news is you can forget about creating new triggers.
Heartbeat scripts are initiated every 6 seconds, so they are a mechanism for initiating events based on time.
I think your best options are:
- use area heartbeat scripts to initiate new conversations when conditions are met
- take advantage of existing triggers and modify their scripts to initiate your new conversations
- modify existing conversations to add in additional branches of dialogue
In my opinion the first option is best. It will be the easiest to do and the least risky. If I wanted to add a bunch of dialogue into the OC that is how I would do it.
As it is I think you should be practical. In BG2 only leading lines were generally spoken, but in the OC most companion lines are spoken. Therefore any modifications you do to companion banter are going to be a little jarring. You will also need to add lip flappers otherwise their lips won't move when they speak their new lines, which will be very noticeable in cutscenes, and the companions always use cutscenes.
Regards
Modifié par Kaldor Silverwand, 18 septembre 2010 - 05:20 .