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#1
Vaalyah

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I was following the official NWN2 toolset documentation, section "Writing a Conversation". I followed with attention the steps, I choose "add" after having right-clicked on the Root Node, in the pop-up "New Line" window I put my sentences and then clicked "Ok" and all was perfect. Then I tried again but selecting "Italian" from the drop-down menu in the "New Line" window and... after clicking "ok" I simply can't see my text. So, what's happened? Am I doing something wrong?
As usual, please help! :(

#2
UltimaPhoenix

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It doesn't look like the game automatically translates other languages. You will have the know the language you are trying to write in, and then type it manually. If you started in English, then went to Italian, it would be blank because nothing was written in Italian. If you go back to English, the text should still be there.

Edit: Of course, if you were writing in Italian to begin with, but in the part where English would normally go, it won't copy over into the other languages.

Modifié par UltimaPhoenix, 15 février 2011 - 11:44 .


#3
Vaalyah

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I'm afraid I was not clear in my previous post. I am Italian and I write dialogues in Italian. Since I collaborate in a multi-language group, the idea is "I put the Italian dialogue in, and someone would put the English translation". My post refers to the fact that when I INSERT the Italian dialogue (the insert window, with the "Italian" chosen in the drop down menu), the sentences simply don't shows. I can insert text only if I select the English from the drop down menu.

In the official toolset help file, I read "The language selection Dropdown Menu and the "Edit String Ref" button will not apply to your modules, but are used for the official campaign" so... how am I supposed to prepare a multi-language module?

#4
dunniteowl

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Is that where the .tlk files come in? Anyone?

dno

#5
Vaalyah

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I'm learning about conversations just in the latest days so... I am still totally ignorant :-D

#6
Vaalyah

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By the way... can someone here link to me some interesting tutorial about conversations? I read some, but I'm still full of doubts on some things...

#7
Kaldor Silverwand

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Bob Hall's NWN2 Toolset Notes contains a nice section on conversations. I'm afraid though that everything I've seen covers only what you can deduce on your own. What is lacking is a comprehensive tutorial. For example I've seen nothing that explains how the Main Question Nodes are supposed to be set up and work, even though this is a common feature in every companion conversation.



Regards

#8
Vaalyah

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Thank you for the suggestion, but I've already read that... I'm also in need for comprehensive list of all the functions contained in the toolset. ie: there are a lot of scripts that do checks for variable (ie: class, race, level, alignment, etc) during conversations, but I can't remember where I found a full list of functions. That was extremely useful!
And here for you another stupid question.

Is there a plugin that can let me insert conversations in a faster way? Ie:

NPC: Hello.
PC: Hello, how are you?
NPC: I'm fine, and you?
PC: Fine, thanks.

To insert 4 lines, you have to right-click 4 times and choose "add". The problem arises when you want to add a line, ie:

NPC: Hello.
PC: Hello, how are you?
NPC: What? I haven't heard.
PC: I said "how are you?"
NPC: I'm fine, and you?
PC: Fine, thanks.

I thought I can click on the line "PC: Hello, how are you?" and just "add", but in this way, I get a different branch of conversation, so the only way I've found is to DELETE everything after that line, add the 2 red lines and then rewrite the last part.
Is there any faster way/plugin/tutorial that can be of help?

[and why the board doesn't show the 2 added lines in red??? :blink: ]

Modifié par Vaalyah, 21 février 2011 - 08:05 .


#9
kevL

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Vaalyah wrote...

I'm also in need for comprehensive list of all the functions contained in the toolset. ie: there are a lot of scripts that do checks for variable (ie: class, race, level, alignment, etc) during conversations, but I can't remember where I found a full list of functions. That was extremely useful!

Use the filter-box under File->Open Conversation/Script .. enter the script prefix :

ga_
stands for "global action" - these SET variables, generally DO things.

gc_
stands for "global condition" - these CHECK variables and status, etc.




And here for you another stupid question.

Vaalyah Vaalyah Vaalyah ..

two words: drag & drop.


Image IPB

ps. if you end up with an [End Dialog] or somesuch where it's not supposed to be, right-click -> Clear Link to Main Question Node

#10
_Knightmare_

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Vaalyah wrote...

I'm also in need for comprehensive list of all the functions contained in the toolset. ie: there are a lot of scripts that do checks for variable (ie: class, race, level, alignment, etc) during conversations, but I can't remember where I found a full list of functions. That was extremely useful!


Add this file to your module, adds all the different "hidden" functions, open this script in the toolset and they will show up in Script Assist: http://nwvault.ign.c...s.Detail&id=312

#11
Vaalyah

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@Knightmare: thank you for the link, downloaded and installed. My only problem is: "In the Toolset, open the script and show Script Assist." what is Script Assist? And where can I find it?



@KevL: drag&drop? Really? Is it so easy? I have to try! I'll let you know if I was successful... or if, as usual, I had crashed the toolset :-P

#12
Vaalyah

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Ehm, since I've already written 10 thousands questions, I am adding another one. I've read around dialogues where they wrote <charname> and in the game you can see the name of your PC substituted to the <charname> command. Where can I find a list of these commands? Thanks.

#13
_Knightmare_

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Vaalyah wrote...

@Knightmare: thank you for the link, downloaded and installed. My only problem is: "In the Toolset, open the script and show Script Assist." what is Script Assist? And where can I find it?


Check out my tutorial linked in sig below. One of the very first sections is about Script Assist (where it is and how to use).

#14
Vaalyah

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Sure, I already had it in my download folder! Thank you!

#15
Lightfoot8

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Vaalyah wrote...

 Then I tried again but selecting "Italian" from the drop-down menu in the "New Line" window and... after clicking "ok" I simply can't see my text. So, what's happened? Am I doing something wrong?
As usual, please help! :(


The problem here is that the game and toolset will only displays one language.   The Language that is displayed is dependent on the settings in the game.  If you had an Itlalian copy of the game it would display the Italian string.  Or at least should.   I have never had anything other then the english version of the game so can not say for sure, I just think  that the multi-language part of NWN was a good Idea that was not implimented very well.  I know of no way to change the language that is viewed in any copy of NWN.

EDIT:

Vaalyah wrote...

Ehm, since I've already written 10 thousands questions, I am adding another one. I've read around dialogues where they wrote and in the game you can see the name of your PC substituted to the command. Where can I find a list of these commands? Thanks.

If NWN2 is anything like NWN1 there should be a button on your UI that says token.  It should open up a list of Tokens that can be inserted into the conversation.   If that fails you should be able to get a list of them from the stringtokens.2da that your game uses.

Modifié par Lightfoot8, 22 février 2011 - 11:02 .


#16
kevL

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Lightfoot8 wrote...

Vaalyah wrote...

Ehm, since I've already written 10 thousands questions, I am adding another one. I've read around dialogues where they wrote and in the game you can see the name of your PC substituted to the command. Where can I find a list of these commands? Thanks.

If NWN2 is anything like NWN1 there should be a button on your UI that says token.  It should open up a list of Tokens that can be inserted into the conversation.   If that fails you should be able to get a list of them from the stringtokens.2da that your game uses.

yah, token. It doesn't say 'token' anymore though. In NWN2 Dialog Editor, click a line where you want to insert a token like "FullName" or "FirstName", then in the very lower-right corner of the Editor, click in the sentence you want to modify, select the token you want from the dropdown along the very bottom, and INSERT.

The dropdown has a list of tokens ('commands') - it's called token (rather than 'command') because like at an arcade, the inserted Token represents for something else



ps. Tks for the link, _K_! should be handy ..

#17
Vaalyah

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Thank you guys, I have to search for that button but I found it and used it!



The question of today... (yes, I do this for you, because I know you want to prove your bravery each day :-D ) (no, please, don't kill me :-P ): I have a conversations, I want to see how it is in game. The problem: the setting of the scene is a piece of KC. How can I use that area, put a companion in it and use one of my character (I have to do check for different races and classes) to perform the dialogue?

It is not a cutscene (not yet) just a dialogue, NWN1 style.



Oh, and another question for you. I've just written a PC - Companion1 dialogue. At a certain point, I would like to add some words from Companion2. Since when I link the conversation file, I link it to Companion1, how it is possible to have Companinon2 speaking?



Thank you for your compassion and huge patience :-s

#18
PJ156

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Oh, and another question for you. I've just written a PC - Companion1 dialogue. At a certain point, I would like to add some words from Companion2. Since when I link the conversation file, I link it to Companion1, how it is possible to have Companinon2 speaking?

Thank you for your compassion and huge patience :-s


At the bottom of the editor you have four grey tabs, click on node.

Scroll down to the box - speaker. Put the tag of the npc you want to speak in there.

By default the npc will say thier line to the PC, if you want them to talk to a npc then put the recivers tag in listener.

Have a care, if the npc is not present then this will terminate the conversation. If you are not sure if the npc will be there or not use this form.

NPC1
  ||
    NPC2 {in conditions use the test gc_is_in _party}
       ||
         Link to line **
    NPC1 (or could be **)
       ||
         **

Sorry if this is a little unclear basically you test for the presence of the NPC using gc_is_in_party. If they are they will say thier line then link to the next place you want the conversation to go. If they are not there the coversation falls through to the next NPC node.

PJ

#19
Vaalyah

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I'm not sure to have understood. The scene is: PC and Companion1 (hereafter C1) are in a room, speaking. They quarrel and after some times, C2 (that was not in the room) knock the door and WITHOUT ENTERING THE ROOM ask if it's all ok. So, are you saying that I can't do this scene because C2 is not in the room?

Another thing: what is the NPC tag? Is it just its name? I'm referring to companions.

Thank you!

#20
dunniteowl

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You might be able to do that "other side of the door" thing under the correct conditions. An Interior Area can have a room blocked by a door and the sounds/distances can still be used in the area, depending how the rooms are initially set up. So don't think it's impossible. Additionally you could place an Invisible Human model in the room by the door and use it and even name it with the character you wish it to be and have it be in the conversation and not be able to see it. It's invisible, right?

There's almost always more than one way to get the job done, Vaalyah, so keep asking questions.

dunniteowl

#21
Vaalyah

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I am keeping, don't worry :-D

For example... the room is the captain's room at CK... so, how should I put the scene on, in order to get that effect? (I know, I'm too much ignorant, sorry, I'm trying to learn as fast as I can)

#22
PJ156

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Vaalyah wrote...

I'm not sure to have understood. The scene is: PC and Companion1 (hereafter C1) are in a room, speaking. They quarrel and after some times, C2 (that was not in the room) knock the door and WITHOUT ENTERING THE ROOM ask if it's all ok. So, are you saying that I can't do this scene because C2 is not in the room?
Another thing: what is the NPC tag? Is it just its name? I'm referring to companions.
Thank you!


The better the question the better the answer :)

DNO is of course correct and presents a way of resolving your issue.

Every blueprint in the game has a tag. You will find it under properti. Companions have one too, I tend to use the companions name but it can be anything you want that is relevant to you. You must give all your npc's thier own unique tag though.

In this case C2 could be your invisible person (available through blueprint>properties) or it could be the door.

A way to do what you want to do might be (This answer is brought to you partly by Sheapherd Neame so some clarity may be lost.)

PC > C1 convo as you suggest.

C2 is invisible or is C1 in this case it does not matter as you will see.

Use a camera pointed at the door. (call up the camera blueprint set the position by using the toolset to show what you want the picture to show, press home key. Open the camera properties, give it a tag and lock position).

Now ... on the last line of your PC/NPC argument, where you want C2 to interject, use the node tab and go to sound in the drop down tab select cs_knocking.

For the C2 line(s) type in what ever you want  and put C1 as the speaker then, in the node tab select camera by pressing on the little cross. At the bottom of your new dropdown menu is Static camera. Click this and you have a new window with all the cameras you have created in each area. select your new camera. Select the camera you want to use and then in the mode part of the carera dropdown select static camera.

For each spoken line of C2 you need to select the camera (they are on the other side of the door so all you will see is the door). Otherwise use C1 in speaker and they will be the person who appears on camera. In game you will thus see the dooreqach tine C2 speaks, use of the knocking sound gives the inpression that your second NPC is on the other side of the door.

Note that selecting static camera will overide the speaker in the node tab so you can give it any speaker you like - there fore C2 does not need to be there in this particular instance.

Cut scenes have a number of tricks to them which you will pick up. in time you will develop your own, please share!

I took a lot of wisdom from breaking down the opening cut scene from Alupinu's mod Murder in Dunlop and the various cutscenes in jezla9's Lowena. You might want to open these in the tooset and look at what these authors have done.

Does that help?

PJ

Modifié par PJ156, 23 février 2011 - 11:30 .


#23
Vaalyah

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Ehm, I really thank you for your answer but... it's far too complicated for me... I'm just learning the basic of conversations, I don't even know how to set a cutscene (not yet). So my question was referred to the facts that:
1) the the conversation window there must be "C1: bla bla bla" and "C2: bla bla bla"
2) who I have to attach the dialogue file to?

EDIT
And since I just closed the toolset... well I've finished my first conversation and I would like to test it. I created an area,  decided to put 2 companions in it. I choose the companions from the blueprint menu and when I go to attach the dialouge file... I see there's the defautl dialogue of the OC. So... is it safe to change it to my dialogue file for testing? Or am I missing up with the OC?
And by the way... how am I supposed to use a PC created by me to test the file? Each time I run my modules, I got a male drow... :unsure:

Modifié par Vaalyah, 24 février 2011 - 08:40 .


#24
kevL

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morning to ya Vaal

Vaalyah wrote...

And since I just closed the toolset... well I've finished my first conversation and I would like to test it. I created an area, decided to put 2 companions in it. I choose the companions from the blueprint menu and when I go to attach the dialouge file... I see there's the defautl dialogue of the OC. So... is it safe to change it to my dialogue file for testing? Or am I missing up with the OC?

Did you create the area from scratch, all yourself, and save it with your very own module's name (so it saves in MyDocs->NWN2->modules folder)? And the module in there has the name you gave it? And that's the same module you have open in the toolset, with the Companions you placed down there, yourself?

And by the way... how am I supposed to use a PC created by me to test the file? Each time I run my modules, I got a male drow...

that's because the Run Module command under the Toolset's File menu just grabs the first PC in your localvault. Instead, run the game fresh from your Desktop (can keep the TS open in the background, btw) & choose your character as normal.

--
if so: Don't change the blueprint. Either copy it and modify that, or better place the companions within the area and modify them under Area Contents (right-click the pre-placed companion & go to Properties).


( the stress, oh G_d the stress )

--
suggestion: reread PJ's posts till they make sense; every functional object in the game has a Tag, you'll find it under Properties; assign your Dialog to C1 and when you want C2 to speak a line, put its tag in Node->Speaker (but see above).

#25
Vaalyah

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MyDocuments/NWN2/Modules/EsternoProva1.mod (translation: ExternalFirstTry) here's a pic during test: https://lh3.googleus...XqQ/Modulo2.jpg

So, yes, it's a module created from scratch. I hadn't placed any character yet. I would like to try, but I was still focusing on texturing. Since I have to test my conversation, I would like to put in that area the companions. They are available in the blueprint menu so, is it a problem if I place them in my module?



Thank you. Even if it doesn't seem, I'm starting to understand something about toolset, tags and all these things :-)