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Conversation : creating lines on the fly


1 réponse à ce sujet

#1
Phaenan

Phaenan
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  • 315 messages
I've been wondering, since it was possible to some extent in NwN2. Is there a way to create dialog lines on the fly through DAO scripts ? Or at least possible to set custom tokens ?

I looked around in the core includes & stuff, without any luck, but just in case I missed something I'm asking here.
Not holding my breath, tho. But still asking ! ^_^

#2
BryanDerksen

BryanDerksen
  • BioWare Employees
  • 273 messages
As far as I'm aware, unfortunately no, the game doesn't support this sort of thing very well. Strings in the string table are immutable (by the game anyway - you can change their contents in the toolset easily enough), conversation lines can't be reassociated with new string IDs, and there's a very limited set of macros that to my knowledge only include and (so that the player can introduce him/herself and refer to his/her dog by name). I don't know how those macros work under the hood but they smell hardcoded to me.



The reason why this design decision was made is because of all the voice-over and lip-synching that's used in DA. You can't dynamically generate that stuff in-game. When there are situations where a character refers to the player as "he" or "she", we had two completely separate lines of dialogue with their own separate recorded VO and used a plot flag to select which one of them plays.



I imagine modders will find creative ways to work with these limits, and it's possible that future patches might change how it works, but your policy of non-breath-holding is probably a good one here. Sorry.