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DISABLE_FOLLOWER_DIALOG Constant; How do I use it?


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#1
BloodsongVengeance

BloodsongVengeance
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heyas;

  i found this constant in the script list thingy:  DISABLE_FOLLOWER_DIALOG

   it sounds like what i want to do for my area, as i want to insert custom follower dialogue in that area, but i dont want to mess with branching it from the single player main conversations.  however, there's no sign of this on the dragon age lexicon, sooooo... i have no idea how/where to use it.   i didn't find it in the area variables list.

ideas??

#2
TimelordDC

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That's a module variable and will not trigger follower dialogues when they are clicked on, instead triggering soundsets.



if the custom follower dialogue is via a trigger, you can do it via UT_Talk too, specifying another conversation file.

#3
BloodsongVengeance

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okay timelord, master of all scripting...



suppose i make a custom area to slot into the main campaign -- and not override the base sp files (ie: use the prcscr to integrate it). and IN this area, if the pc clicks on the party member, i want it to use my custom conversation for that particular instance. is that in any way possible?



if it's not possible to switch out the conversation used by the follower... how totally unfeasible would it be to create a clone of the party members that DO use my conversation, and insert them into the party, just for that one area? i ONLY need their appearance (easy enough to create a custom creature with their head morph), their current clothes/weapons, and i need to be able to read their approval level somehow. is follower approval stored on the follower, or on the module?