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53 réponses à ce sujet

#26
PJ156

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Nope, not a problem. That's the next step.

Make sure your npc has the coversation associated with the blueprint and place it in the mod.

You can then fire uip the mod and test your conversation

PJ

#27
Vaalyah

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Again questions (I know, I'm annoying):

1) another post says "place the companions in the mod, then edit their properties and add the dialogue file", you are saying "add the dialogue file and then place the companions". Which is correct? Have these two processes differences?

2) I'm not sure I've understood how to run the module with a PC made by me. Maybe I have to open the game and choose the "play a module" option in the main menu?

#28
PJ156

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Vaalyah wrote...

Again questions (I know, I'm annoying):
1) another post says "place the companions in the mod, then edit their properties and add the dialogue file", you are saying "add the dialogue file and then place the companions". Which is correct? Have these two processes differences?

2) I'm not sure I've understood how to run the module with a PC made by me. Maybe I have to open the game and choose the "play a module" option in the main menu?


1 - You can do either, it depends on how you want to use that npc at a later date. I personally prefer to create a blueprint and make changes to that. Then if I want to use it later is is there. There is lot's you can do with this and several ways you can go but by way of background:

When you place a blueprint into the module it becomes an instance. That means it exists exactly as you put it in that place. You may change it (add a conversation or resize it or whatever) those changes are only saved on that instance. A blueprint is diferent. Make a change to a blueprint and these are saved outside the module. Then you can use it multiple times from the blueprint menu. In the end it amounts to the same thing, since both can be eaily brought into the mod multiple times.  

So if you want to place something multiple times each with the same properties, you can copy the instance, or you can modify a blueprint and then put that into the module lots of times.

I prefer, and recommend that you use instances for chairs and table you have resized etc but use blueprints for your NPC's (then you know where to find them). Companions are a little different in that they will grow in the game and so will doverge from the original blue print but I suspect that is best left for another day. 

2 - You have two choices. Either run your module from the main menu or give your PC a name which ensures they will be right at the top of the list of PC's. When you run the mod out of the toolset it will automatically start you off with the first PC on the list. 

#29
_Knightmare_

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2. The game loads the character whose file name is listed first in your local vault folder. The file name is usually the same as the character name. However, if you go through Windows into your Local Vault folder, change the file name of the character you want to use to something that makes it listed first, it will then load that PC (without changing the PCs name in-game) when you choose the "Run Module" from within the toolset. Of course, if you launch the game normally (outside the toolset), you can select any PC you want..

#30
dunniteowl

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Personally Vaalyah, I run the module from the game launcher as if I were starting a new game. I suspect that this allows me to see EXACTLY how it would look in-game, because I AM in-game. When I feel I must make changes, I will exit to main menu and not quit completely.

Once I go back to the toolset (which I minimize while running the game) I make my changes, save (baking only if I had to make changes to the terrain or floor setup) and then load the module again.

This may be a bit more time consuming and probably a little more resource intensive, however, I also feel it saves me from using another toolset function (run module) that increases my chance of a crash due to memory leakage.

So my recommendation is to actually do it like you are playing a game. Open the launcher, Start New Module, pick it, select your character and then run. When you do it this way, you can probably get away with maybe 4 to 7 tests before you should exit the launcher (the game interface) and maybe also save, exit the toolset and reboot. (this is what works for me, but I run on XP and have an older computer and so you may not have to do it as much.)

dunniteowl

#31
Vaalyah

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Ok, so "how to run a module with the PC I want" question, is officially solved. Thank you all.

Still some uncertainties about using companions in my module. I have some problems with the English words, I suppose. So, please, follow me in a step by step guide.

I open my module; put a companion in the module; select it and open the properties panel; change the associated dialogue; save the model and run it in the game. From what I've understood, this is an instance.

I'm not sure to have understood how to make a change to a blueprint and how this can affect the real companions in the game (I DON'T want the game to be modified)

#32
PJ156

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That should work, try it and see :)

The fact that the companion is modified in the toolset or as a blueprint does not matter to you at this stage. Pin the conversation to the companion in the mod and see if you can talk to it.

PJ

#33
Vaalyah

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Thank you, I will try it in few minutes! :-)

#34
kevL

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hey Pupo, how ya makin out ?

#35
Vaalyah

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Bad, bad, really bad. Yesterday we have a black out, so no try. And today I'm full of things to do at work. I just have time to connect here to read the update and no time for playing. (I still have to have dinner) However, today I ordered my new computer at job... 24 GB or RAM :-D I can't wait to have it under my desk! ^^ ^^ ^^

#36
Vaalyah

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Yeeeeeeeeees, it works!!! I am still wondering why at some point, even if the chat window registers the last sentence by the companion, I can see it as cutscene dialogue, but I suppose I just have to put a last sentence by my PC. So, be ready for many other questions in the next days :-D

EDIT
In fact 3 other questions (just for your joy)
1) I put "Companion 2" as speaker of a certain node, which dialogue file I must put in the properties panel of Companion 2? The same file as Companion 1 (who is the one that speaks for all the lines except 1) ?
2) is there a way to actually see in game (or in toolset) the animations? I would like to understand what they are before putting them in the dialogue action!
3) is there a way to have characters (both PC and NPC) to unequip weapons before start speaking?

Modifié par Vaalyah, 01 mars 2011 - 09:01 .


#37
Shaun the Crazy One

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Vaalyah wrote...
In fact 3 other questions (just for your joy)
1) I put "Companion 2" as speaker of a certain node, which dialogue file I must put in the properties panel of Companion 2? The same file as Companion 1 (who is the one that speaks for all the lines except 1) ?
2) is there a way to actually see in game (or in toolset) the animations? I would like to understand what they are before putting them in the dialogue action!
3) is there a way to have characters (both PC and NPC) to unequip weapons before start speaking?


1. The conversation field in the properties panel only controls what conversation the creature fires when the player tries to talk to them.  As long as you put the correct tag of companion2 on the node you need not worry about it further.
2. There is an "Animation Viewer" tool in the toolset under Plugins.  I've honestly never used it but it seems quite intuitive.
3. yes there is a script called ga_unequip_hands just use that in the action slot of your first node

Modifié par Shaun the Crazy One, 02 mars 2011 - 02:02 .


#38
Kaldor Silverwand

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Vaalyah wrote...
3) is there a way to have characters (both PC and NPC) to unequip weapons before start speaking?


I'd think twice about doing that to PCs. Some weapons grant bonuses that the player may not want to lose (for example a weapon that increases intelligence, allowing a spell caster to memorize more spells - which will be forgotten if you forcibly unequip the weapon).

Regards

#39
Vaalyah

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Thank you for the hint! The problem about weapons is that when my characters speak and perform animations, the result is that they tend to put their swords in their heads, their crossbows in their chest and their bow in their arms.
So, any way to avoid this self-wound?

EDIT:
Ok, I've found the animation section, under Plugin menu but... I just see an empty window with many options but nothing selectable. There isn't any list of animation I can choose to see so... anyone knows how should it work?

Modifié par Vaalyah, 02 mars 2011 - 05:33 .


#40
kevL

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Go to File menu -> New Appearance

load up a critter, wait for stuff to load

select an animation on the left and put it to the Queue on the right

click Play.

- seems to work alright, can't figure what Animation Events along the bottom mean tho


As to characters sticking themselves in the head with their swords .. well .. that's how it goes i guess


PS. i just had an uncommon crash in the TS & I think it's related to the Anim-viewer, Vaal - make sure you're all saved up snug before experimenting.

Modifié par kevL, 03 mars 2011 - 12:03 .


#41
dunniteowl

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You could follow kamal_'s principle of conversations, where an NPC says a barkstring (a one liner bit of text that "floats") indicating a character must put away their weapon before speaking further to them. That way you could at least get the players to put away their weapons for "normal" in town or non-hostile conversations. For encounter cutscenes, it's a bit trickier, because as mentioned, some folks are going to be counting on the magic bonus they might get for having their weapon equipped (though not for conversing, for the battle that comes at the end of the conversation -- in many cases.)

dunniteowl

#42
Vaalyah

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Hello everybody. Sorry for my absence, but I've been away for job. Thank you, KevL, for the hint. I tried that just few minutes ago, and then my toolset crashed :-D
I select an Appearance, then I see a menu with tons of options. I tried with an NPC, but Compaions are not there. I chose an NPC and I can see a drop down menu with strange words I can't understand. Each one of them load an animation list on the right. So, I really would like to know what the drop down menu is.
I tried the general human character: in my preview window I saw a the back of a man... without the head o_O as soon as I clicked on an animation, the toolset crashed. Strange! :-D

@Dunnite: I'm not sure I've understood... I am referring to "city" situation, so, no enemies around. Since there are items that allow spellcasters to memorize more spells, is there a way to "save" the spell list, having them removing the weapons and once they finish the conversations, reload their weapon and the entire list of spell?

#43
kevL

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hi Vaal,
been workin hot & heavy on a Temple interior ..

That dropdown menu is " Stance " and has abbreviations like UNA (unarmed), BOW (bow), 1HS (one-hand slash), THRW (thown weapon), and then lists the Animations available for that particular combat stance. It looks like all the informal animations get listed under the default NONE (eg, BORED). ;)

I tried the general human character: in my preview window I saw a the back of a man... without the head o_O

funny, my guy's showing up face first, as normal. with a head. Didn't you say a while ago you were funning around with Appearance.2da?? might want to re-consider that (just a guess ..) NPC_Aldanon looks groovy on my setup here.

The Animation Viewer is definitely irky. For example, when I resize the "New Appearance..." window the Gender box does not scale with the window. Not good. But, it's running more stable by actually selecting ( highlighting ) the chosen animation in the Queue window, before pressing Play.


i don't think there's a way to save and reload a PC spell list like you're hoping; it strikes me that making said system apply itself seamlessly requires at least an intermediate scripting knowledge (checking for Int bonuses, letting casters keep their staffs, etc) ... to me personally this falls into the category of "oh look, he stuck himself with his sword again" shrug*

#44
kevL

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test

#45
Vaalyah

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Thank you for the explanation. Maybe you're right, my problem is with the appearance.2da file (I don't know why in the readme they always write that the modified file is compatible with the game and the toolset), I'll do a try!
Is there a way to see in that preview window our companions?

#46
kevL

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Vaalyah wrote...

Is there a way to see in that preview window our companions?

not as such, it seems. If you go to Blueprints->Companions, select one and go to Properties, however, right at the top it has Appearance, and you can load those in the Viewer. (eg, N_Dwarf, N_Human, etc)

i had another unusual crash after using the AnimViewer, V. It could be just my system, but i tell ya I'm now gonna make it a policy to close & reopen the TS after every use.


oh, Re. Appearance.2da, that's a link to Pains Monster Pack. I believe it's the most comprehensive .2da we've got access to, thanks to our locally illustrious PW Admin. It's linked in his write-up so you don't need to actually download the monsters (yet ..), but I believe it's an excellent place to start, to go in that direction.

#47
Vaalyah

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I am not sure I've understood. You linked a .2da file... but I already have 2 more .2da files in my override folder (one is used, the other has been changed extension, so I load it just when I need it... to avoid conflict). So, why do you think I need another one? I'm confused...

#48
kevL

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Because it's the best, most complete, most consistent one available (it's ready for the addition of all those monster packs on the linkpage) .. in short, you don't need it. Neither do i. BUT if someday I get tired of designing with the same old monsters and want to add some, I know I got a great Appearance.2da - & so would you.

#49
Vaalyah

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But that would cause more problems with the already-existent-in-my-override-folder .2da files, I think...

#50
kevL

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question : Why do you have 2 x Appearance.2da, Vaal?

why don't you merge them ..? I mean, i can see reasons for it but, why don't you merge them?