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Adding in new converstations to regular game?


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22 réponses à ce sujet

#1
Lady of Lore

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Hello! I've got a question on how to add in a conversation I created into the regular game.

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
Lady of Lore

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If someone's already discussed this somewhere else (I didn't find any with digging around the forums) feel free to just link me to that forum.



Thanks!

#3
Lady of Lore

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Ok, I know that part of what I want is probably in the module options such as "Starting Area" and setting it in the "Single Player" option under "Extended Module" drop down under "info" to make it appear in the single player game.

Modifié par Lady of Lore, 09 janvier 2010 - 10:01 .


#4
Lady of Lore

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Here's what I've done so far.



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
Nitro9a

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I'm not sure that start areas have to do with where the conversation will be triggered. If you are talking about conversations with members of your party I believe that you should add to the npcs orignal dialogue file and use plot flags to decide when and where the conversation should happen. Depending on what you are doing, you might be able to get away with using plot flags that are already established. I happen to have Leliana's dialogue open right now so I'll reference that as an example.

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
Lady of Lore

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It does help, thanks Nitro9a.



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
Nitro9a

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Yes. If you are creating a new conversation the flags won't already be there so you have to select the ... next to plot and manually add the plots to your conversation. If you open one of the massive npc main dialogue files you should be able to scroll through many of the plot flags available to see what is there.


#8
Lady of Lore

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I was thinking that, I've learned a lot just by opening what is there in game and seeing how the Bioware people did it. ^_^



Thanks ^_^

#9
EJ42

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The problem you're going to run into is how to decide when to run your dialogue and when to run the built-in one. You could completely break the game if you prevent certain key conversations from happening.

#10
Lotion Soronarr

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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.

#11
Lady of Lore

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Right, I was thinking the easiest and least game breaking way would be to create a copy alistair or to only have the conversations open in certain places.



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
EJ42

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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.

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.

#13
Lady of Lore

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Is there no way to have a new dlg file be added in as an add on without touching the existing dlg?

#14
Avaraen

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If you create a copy of the Alistair NPC, link it to your dialogue file, and create triggers for the party to travel to a unique camp with that copy of Alistair in it, then yeah, you can add new dialogue without touching the existing. See the multiple versions of Arl Eamon and the dialogue linked to those versions, for an example. The major concern with doing it that way is possible interference with other party events, delay of random encounters and NPC-initiated camp conversations. But otherwise, there isn't any way to add new dialogue to an existing NPC, without modifying their default dialogue file.

#15
Lady of Lore

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Hmmm....I see.



Thanks Avaraen.

#16
Craig Graff

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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.

#17
Hammer Fang

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thanks for the link to 'hiden' information in the wiki. sure would be nice if this kind of stuff was in the index.



gg

#18
Craig Graff

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I don't know how "hidden" the information is - it's linked in the Getting Started page which is linked from the main wiki page.

#19
EJ42

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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.

I meant if your new dialogue overrides any character's default dialogues, preventing them from firing when they're supposed to.

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
Lady of Lore

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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.

#21
EJ42

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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.

I say modify the original dialogues.  It's easy enough to simply remove the file(s) from the override folder if we desire.

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
Lady of Lore

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True, I admit that was my original plan.



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
Lady of Lore

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Looks like we're going to try inserting our dlg via a script to trigger it. We'll see how it goes. ^_^ *fingers crossed*