I'm a bit confused here.
I have no problem creating new dialogue, but I'm trying to edit existing one, wihout overwriting it. For exmaple, I want to edit some conversation options to Perta (Wynnes student).
I can't acess it from my module, I have to load the Singelplayer module to even see it. I can check it out and edit it, but I dont' want to save it back into SinglePlayer.
If I export a dialogue file, I can't edit it normally later in the toolset - instead of the dialogue editor, it opens like a gda file.
Would Builder-to-builder export from singleplayer and then inporting it into my module work?
Editing dialogue?
Débuté par
Lotion Soronarr
, janv. 02 2010 12:10
#1
Posté 02 janvier 2010 - 12:10
#2
Posté 03 janvier 2010 - 10:58
*bump*
I really want to dig heavily into changing some singleplayer dialogue, but I want to make sure I do it the right way, so I don't mess it up completely.
I really want to dig heavily into changing some singleplayer dialogue, but I want to make sure I do it the right way, so I don't mess it up completely.
#3
Posté 03 janvier 2010 - 02:50
HM...adding another party member to interject in a discussion is somewhat ...weird.
I add Alistairs tag, but the game doesn't recongnize it for some reason.
Also - is there any reason to use stages for regular conversations? It seem to me you get more conversation animations if you don't use stages - and it seems simpler to pull off, as you need to adjust every single camera, let is moves to some crappy default one.
I add Alistairs tag, but the game doesn't recongnize it for some reason.
Also - is there any reason to use stages for regular conversations? It seem to me you get more conversation animations if you don't use stages - and it seems simpler to pull off, as you need to adjust every single camera, let is moves to some crappy default one.
#4
Posté 03 janvier 2010 - 09:39
I'm not sure there is a way, I'm having a similar problem overriding my base module from my add-in (it works, but it's messy in the toolset).
And yes, I'm fond of the default conversation camera. I've only used stages so far when forced to - the default sucks for placeables, scripts to move NPCs around during a conversation fire unreliably, elves are really short and will duck under the camera in fighting stances etc
And yes, I'm fond of the default conversation camera. I've only used stages so far when forced to - the default sucks for placeables, scripts to move NPCs around during a conversation fire unreliably, elves are really short and will duck under the camera in fighting stances etc
#5
Posté 04 janvier 2010 - 09:45
So wait, how do you do it then? I'm not following. I don't want to f**** up the stock dialogues
Modifié par Lotion Soronnar, 04 janvier 2010 - 09:50 .
#6
Posté 04 janvier 2010 - 09:49
I make the edit in the toolset, then export that. I copy the exported file into the add-in's /override folder. Then I go change it back in the toolset and re-export.
This means it's correct from the user's point of view (they see the changes or not depending on whether the add-in is enabled). But in the toolset there can only be one copy of a single resource, so you MUST overwrite it to edit it - as far as I can tell anyway.
This means it's correct from the user's point of view (they see the changes or not depending on whether the add-in is enabled). But in the toolset there can only be one copy of a single resource, so you MUST overwrite it to edit it - as far as I can tell anyway.
Modifié par Mengtzu, 04 janvier 2010 - 09:49 .
#7
Posté 04 janvier 2010 - 10:10
Wait, wait..I know there can only be one copy of a single resource, and Iknow that you cna edit a file, export it and then cancel any changes you made (but the exported file remain changed)
but to my knowledge, you cannot open that exported,changed file in the toolset again, only the "stock" one.
but to my knowledge, you cannot open that exported,changed file in the toolset again, only the "stock" one.
#8
Posté 04 janvier 2010 - 10:15
Correct
#9
Posté 04 janvier 2010 - 11:34
Suck-o-rama.
Basicly all changes have to be made in one go. Hmm...
May makinga duplicate of a dialogue, changing the duplicate and then switch between the two...or something. No wait, when you export the duplicate, you can change it's ID to match the original! Could that work?
Basicly all changes have to be made in one go. Hmm...
May makinga duplicate of a dialogue, changing the duplicate and then switch between the two...or something. No wait, when you export the duplicate, you can change it's ID to match the original! Could that work?
#10
Posté 04 janvier 2010 - 07:27
When you make a duplicate of a dialogue, it changes every line ID, which unfortunately means it loses its link to the sound file associated with the line. You could make a duplicate to preserve the original dialogue for reference, but you wouldn't be able to use the file in-game without recreating the .fsb... which would require unpacking the original .fsb, re-naming each .wav file to match the new line ID, and repacking the .fsb... in other words, yes, it could work, but it isn't very practical in execution.
#11
Posté 05 janvier 2010 - 07:04
AAArgh! Why do you torment us so Bio. It's like they deliberately made the original campaign a pain in the ass to modify.
#12
Posté 06 janvier 2010 - 08:41
Ah, just had a thought on this. Try making a builder-to-builder package of the original dialogue files you want to edit. Then modify the files you want, and make a builder-to-builder package of the modified files. You should theoretically then be able to switch builder packages between your modified versions and the originals. I haven't tried this myself, but it's worth investigating.
#13
Posté 07 janvier 2010 - 08:27
Technicly, there is another way.
Backup a database, check out a core resource and edit and work on it untill you're done. Export, then restore the database.
It's still clumsy. The biggest problem is when you're messing with ANYTHING from the singleplayer, you have to do it right in the first go, or you'll have to do it all over again. There's no easy way to edit it once you export.
And this is a problem if you want to make extensive changes to the dialogues or cutscenes.
Frak, editing the Landsmeet seems such a bother at this point that it's practicly undoable.
Backup a database, check out a core resource and edit and work on it untill you're done. Export, then restore the database.
It's still clumsy. The biggest problem is when you're messing with ANYTHING from the singleplayer, you have to do it right in the first go, or you'll have to do it all over again. There's no easy way to edit it once you export.
And this is a problem if you want to make extensive changes to the dialogues or cutscenes.
Frak, editing the Landsmeet seems such a bother at this point that it's practicly undoable.
Modifié par Lotion Soronnar, 07 janvier 2010 - 11:16 .
#14
Posté 14 janvier 2010 - 07:23
Another alternative:
1 - check out the resource
2 - make your changes
3 - check in the resource with a comment about what version it is (mod, version number, etc.)
4 - right click the resource in the palette window and select "Resource History"
5 - right click and Restore Resource for whatever version you want to work with
You can Restore Resource to the original, unmodified file; as far as I can tell, all other checked-in versions will remain intact, so when you need to, you can Restore Resource to whatever version you need for a given mod.
1 - check out the resource
2 - make your changes
3 - check in the resource with a comment about what version it is (mod, version number, etc.)
4 - right click the resource in the palette window and select "Resource History"
5 - right click and Restore Resource for whatever version you want to work with
You can Restore Resource to the original, unmodified file; as far as I can tell, all other checked-in versions will remain intact, so when you need to, you can Restore Resource to whatever version you need for a given mod.





Retour en haut







