Adding in new converstations to regular game?
#1
Posté 09 janvier 2010 - 09:46
Here's what I'm trying to do the, I'll go into the specifics a little more of what I have made.
What I want to do: I want to be able to add in conversations that I created into the regular DA game. I created it with its own dlg file, vo, face fx...and now I want to be able to put it into the game. For what I have created right now I want the conversation to be able to happen at the party camp. Later on I think I would like others to come up in other places or just anywhere the pc and the npc are together.
My question is: how do I do this?
Do I need to assign an area for this conversation to occur, such as
"party camp" under the cinematics Stage option (or is that just where the back ground of the conversation will occur?)
Thanks so much!
#2
Posté 09 janvier 2010 - 09:47
Thanks!
#3
Posté 09 janvier 2010 - 10:00
Modifié par Lady of Lore, 09 janvier 2010 - 10:01 .
#4
Posté 09 janvier 2010 - 10:27
Created a new module and called it Alistair_flirt (I'm working with a group to create an Alistair flirt pack.)
Set up the settings as in above post and created a new conversation (a new dlg file).
From what I can figure out I set the following:
Cinematics:
Actor 1 - Player
Actor 2 - Owner
Preview:
Under creature/placeable tab I set (with the owner tag) gen00fl_alistair (to make alistair show up when I preview the lines.
Area: default_start_area
Stage Locations: First Match
#5
Posté 09 janvier 2010 - 10:58
There is a branch of her dialogue that starts with:
[[Comment]] **staged in camp**
which has the flag MAIN_PLOT_GENERIC_PARTY_AT_CAMP
so that should make the conversation happen only in camp
In that tree are all the dialogues that happen at camp which are triggered by defined plot flags such as:
LELIANA_MAIN_CONFRONTED_MARJOLAINE_AT_CAMP
APP_LELIANA_IS_ADORE
so these conversations should only come up after the plot flag has been set and only in camp.
Hope that helps.
#6
Posté 09 janvier 2010 - 11:05
I don't want to edit the existing dlg file because we want the mod to be compatible with other mods so by making our own dlg files it should be no problem if someone else's mod (for example there's one I think Lady Olivia is making there she's correcting some of the existing dialog such as Alistair asking about the members of your party too early.)
Those plot flags were ones that I hadn't seen yet so I know those will be useful for setting when the conversation should trigger. These flags are put in in the conversation editor menu right? (under "Plots and Scripting"?)
Thanks!
#7
Posté 09 janvier 2010 - 11:23
#8
Posté 10 janvier 2010 - 06:32
Thanks
#9
Posté 10 janvier 2010 - 10:09
#10
Posté 11 janvier 2010 - 07:28
But luckily, if you use stages, you can specify who tells specific lines outside of the default conversation file for a character.
#11
Posté 11 janvier 2010 - 07:32
I want our mod to be compatible as much as possible with others so I'm creating new dlg files separate from the existing ones.
Thanks for both your posts guys! I'll be keeping these things in mind.
#12
Posté 11 janvier 2010 - 09:59
Keep in mind, if you do that, then you're going to have to redo the entire Alistair FEV/FSB file set because the new dialogue will have all different line numbers for the lines of text.Lotion Soronnar wrote...
Well, usualyl you'd have to either edit the conversation or Alisatir OR create a copy of Alistair with it's own conversation and talk to it.
But luckily, if you use stages, you can specify who tells specific lines outside of the default conversation file for a character.
#13
Posté 12 janvier 2010 - 05:16
#14
Posté 12 janvier 2010 - 06:25
#15
Posté 13 janvier 2010 - 01:13
Thanks Avaraen.
#16
Posté 13 janvier 2010 - 02:44
I admit to being very tired at the moment, and maybe he knows something I don't, but I think EJ42 is mistaken about any complications to adding a seperate conversation. There's no reason it should interfere with his main dialog that I can think of.
#17
Posté 13 janvier 2010 - 04:56
gg
#18
Posté 13 janvier 2010 - 08:33
#19
Posté 13 janvier 2010 - 10:04
I meant if your new dialogue overrides any character's default dialogues, preventing them from firing when they're supposed to.Craig Graff wrote...
Although you still have to be careful of interfering with camp events, there is no reason you couldn't use a PRCSCR file to spawn a copy of Alistair which has your dialog attached. I'd suggest looking here and possibly asking in the scripting forum for additional help on triggering the conversation at an appropriate time. \\\\\\\\
I admit to being very tired at the moment, and maybe he knows something I don't, but I think EJ42 is mistaken about any complications to adding a seperate conversation. There's no reason it should interfere with his main dialog that I can think of.
If you spawn a new copy of Alistair, then that's fine, as long as you don't prevent the normal Alistair from being available when he needs to be.
The question is when do you spawn the new Alistair? When do you spawn the original one?
For people making things like "flirt packs," it would seem that you would want them to always be on, and that cannot be done (to my knowledge) without directly affecting his normal dialogues and triggers, possibly in an adverse fashion.
Modifié par EJ42, 13 janvier 2010 - 10:06 .
#20
Posté 14 janvier 2010 - 01:38
EJ42, yes. It may just have to come down to deciding when we can spawn the copy npc for the new lines but it still is better than nothing.
Ideally we would have just liked to have the conversations added into the main Alistair conversations but if we went that route then a player couldn't use any mods that modify that file as well. Its a bit of a give an take both on our parts and on the players.
#21
Posté 14 janvier 2010 - 02:00
I say modify the original dialogues. It's easy enough to simply remove the file(s) from the override folder if we desire.Lady of Lore wrote...
Thanks Craig!
EJ42, yes. It may just have to come down to deciding when we can spawn the copy npc for the new lines but it still is better than nothing.If done with care and creativity, it could still fit with the game.
Ideally we would have just liked to have the conversations added into the main Alistair conversations but if we went that route then a player couldn't use any mods that modify that file as well. Its a bit of a give an take both on our parts and on the players.
It shouldn't really be too difficult to take your "play nice" mod, and port it into the main dialogue file, so you can have two versions of it.
As long as you are careful with how you modify the base Alistair dialogue file, it shouldn't cause too much trouble. Just add the root of your "Flirt" option to the dialogue's root tree, and set the visibility to once per conversation or as a "normal line" there. I don't suppose that should cause any problems with anything if you put it at the bottom.
As far as I understand it, the only thing that causes a line to not show up is if it is dependent upon a plot flag, or has met its visibility criteria to never appear again.
#22
Posté 14 janvier 2010 - 04:27
I'm glad to know that getting rid of the mod will be easy for a player if they decide to do get rid of it if we make the mod an addition to the main dlg.
I've played around with it and it is pretty easy to just move what I've written from the one conversation tree to the existing game one, I played around with it before. The main time will just be spent aligning the wav files with the new ids that the main conversation tree gives them but that doesn't take too long. A few undisturbed hours and the swap is made.
Thanks for all your input EJ42.
#23
Posté 17 janvier 2010 - 06:42





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