When playtesting, one of the trickiest problems is finding all the dead ends you accidentally left in your conversations. With long convos, it can be hard to notice the dead ends. Does anyone know of a plug-in that finds the end nodes in all conversations to quickly check for dead ends?
Is there a conversation "dead-end" finder?
Débuté par
M. Rieder
, janv. 18 2012 04:46
#1
Posté 18 janvier 2012 - 04:46
#2
Posté 18 janvier 2012 - 05:24
? I'm not sure what you're asking for. A player can cut off a conversation if you provide the option.
Npc: "I have a quest for you, do you want to hear about it?"
Pc: "no."
The conversation ends right there, while "yes" continues things.
Conversations that end on npc nodes is pretty easy to check visually. You really shouldn't be doing that unless you're using that node to turn npcs hostile or take some script action on the npc.
Npc: "I have a quest for you, do you want to hear about it?"
Pc: "no."
The conversation ends right there, while "yes" continues things.
Conversations that end on npc nodes is pretty easy to check visually. You really shouldn't be doing that unless you're using that node to turn npcs hostile or take some script action on the npc.
#3
Posté 18 janvier 2012 - 05:31
I don't believe there is a tool to find them.
I expand the conversation and scroll down checking all the [END DIALOG] the toolset puts on the last nodes, making sure that the conversatgion is suppose to end there and it isn't missing a link or is just incomplete.
Another trick I do for larger conversations, is I leave notes on the major nodes so I can see right away what needs to be finished
| needs links |
| Need to complete bad@ss choice |
| Done |
Another cause of drop conversations may not be deadends but instead a bad tag for a speaker or listener.
I expand the conversation and scroll down checking all the [END DIALOG] the toolset puts on the last nodes, making sure that the conversatgion is suppose to end there and it isn't missing a link or is just incomplete.
Another trick I do for larger conversations, is I leave notes on the major nodes so I can see right away what needs to be finished
| needs links |
| Need to complete bad@ss choice |
| Done |
Another cause of drop conversations may not be deadends but instead a bad tag for a speaker or listener.
Modifié par Shaughn78, 18 janvier 2012 - 05:32 .
#4
Posté 18 janvier 2012 - 05:41
kamal_ wrote...
? I'm not sure what you're asking for. A player can cut off a conversation if you provide the option.
Npc: "I have a quest for you, do you want to hear about it?"
Pc: "no."
The conversation ends right there, while "yes" continues things.
Conversations that end on npc nodes is pretty easy to check visually. You really shouldn't be doing that unless you're using that node to turn npcs hostile or take some script action on the npc.
Some of my conversations are very long and it is easy to miss an [end dialogue] node. I was just wondering if there was a way to search for all of them to be certain. I like to be certain.
#5
Posté 18 janvier 2012 - 05:53
I dont let the toolset insert "end dialog" on blank conversation ending lines. I fill in "blank lines" with "<color=orange>End the conversation." (or whatever action color, and I use "Leave" for placeable conversations). In addition to telling the user that yes, this isn't just a line I missed, it's intentional, It would make finding conversation ends a trivial search. I use "placeholder" in a line if I havnt decided on a line or am not happy with what I have. That way I can search the module for "placeholder" and see everywhere I need to work on conversations.
#6
Posté 18 janvier 2012 - 05:58
Also, things inside { } do not appear ingame, but can be searched for. It's useful for making notes.
Npc : "No. {placeholder, Easter egg}" shows up ingame as
Npc : "No. "
So you can search for placeholder, or Easter egg, and find that line, even though it's not visible ingame.
Npc : "No. {placeholder, Easter egg}" shows up ingame as
Npc : "No. "
So you can search for placeholder, or Easter egg, and find that line, even though it's not visible ingame.
#7
Posté 18 janvier 2012 - 06:45
those are very good suggestions. In the future I will employ them to facilitate debugging.





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