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New modder, having some conversation trouble


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#1
Deddybear

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(I hope this is in the right place)
 
Hopefully this is pretty easy to figure out for someone.  I've just started modding with Dragon Age: Origins, and have created a custom character.  I've managed to get him loaded into a test campaign, but when I click on him, he doesn't speak.  I've written out a basic back and forth script according to the wikia and several tutorial videos.  

I have loaded the conversation, so that shouldn't be the problem.  I've doublechecked the creature settings, and everything seems correct.  It just seems like it has to be something stupid that I've overlooked, because I can't find any other reported occurances of this happening.

If you need more information from me, please let me know.  I am brand new to this, and I'm still learning.

Thanks in advance.

Modifié par Deddybear, 21 février 2012 - 06:51 .


#2
Firky

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I'm learning too, but I'll do my best. (My terminology is likely a bit wrong.)

So you have a player character and a non player character?

I'm guessing you have a creature file .utc and a conversation file .dlg?

Have you assigned the conversation file to the creature?

With the creature editor open to your NPC, go to Conversation, select the elipsis thingo and your conversation file.

(You said you had loaded the conversation, so this might not be useful. Do you get any dialogue at all? Like just the first line or something? I didn't realise the conversation editor was supposed to have continue on the blue lines between red lines, for example, and the conversation just ends abruptly when tested.)

Edit: Also, if you are assigning the conversation file to the creature maybe place it in the area a second time and delete the first. (I don't know. Just ideas.)

Modifié par Firky, 21 février 2012 - 07:41 .


#3
Sunjammer

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The first thing to check is that you have exported the latest version of everything because if, for example, you assigned the conversation after exporting the creature the in game version won't know that that it is supposed to have a covnersation.

The easiest way to do this is ensure everything is saved and then to right-click on your area in the palette window and select "Export > Export With Dependants" from the context menu.

Modifié par Sunjammer, 21 février 2012 - 10:04 .


#4
Deddybear

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Firky--we've done those things, but thanks anyway. And your terminology is about as good as ours, hah!

Sunjammer--The tutorials I watched said to export WITHOUT dependents, but maybe I misheard them. I'm going to give it a shot, and then I'll post an update.

Thank you both so much.

Edit:  Sunjammer, that did it!  He's speaking now, thanks /so much/.  (Well, not /speaking/ yet, but you know).  I knew it was gonna be something really simple like that!  

Modifié par Deddybear, 21 février 2012 - 05:22 .


#5
Sunjammer

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I don't think you misheard the tutorials. Exporting WITHOUT dependants means you just export the resource that you have selected. Exporting WITH dependants exports the resource you selected and then creates a chain reaction and exports (or rexports) everything connected to or contained in that resource and then everything connected to or contained in each of those resources and so on down.

Now we could have opted for exporting the creature WITHOUT dependants and that should have solved the issue. However I couldn't be sure and exporting either the area or the conversation WITHOUT dependants probably wouldn't have done anything. So to make things easy I suggested exporting the area WITH dependants because that would export the area and then export everything it contained including the creature and then everything that contained including the conversation.

Normally when I am testing I will start by exporting the area/areas WITH dependants the first time and then if I have to make updates to individual resources I simply update them WITHOUT dependants.

Modifié par Sunjammer, 21 février 2012 - 06:35 .


#6
Deddybear

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Okay, so just to be clear, what you're telling me is that from now on, while I'm testing the character, I should be able to export WITHOUT dependents now that I've exported WITH dependents the first time? (I'm still learning, so thanks for your patience).

I actually had another question that should be relatively easy. My first conversation with the character is a recruitment conversation, however you have the option of walking away from him and coming back later. Is there a way to prevent this conversation from happening at all after he's been recruited?

Edit: I figured out that it has to do with plots and scripts.  Never mind on that, for now, lol.

Modifié par Deddybear, 21 février 2012 - 07:03 .


#7
Sunjammer

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Deddybear wrote...

Okay, so just to be clear, what you're telling me is that from now on, while I'm testing the character, I should be able to export WITHOUT dependents now that I've exported WITH dependents the first time? (I'm still learning, so thanks for your patience).

Indeed, but if you are ever unsure if you've exported things correctly or things aren't behavaing as you expect in game there's certainly no harm in re-exporting things WITH dependants just to be safe.