I want to insert a line from my NPC into a dlg of another creature of the OC.
Here's the trick: Without overriding the dlg.
Ideas? :-D
Thanks :-D
Inserting dialog into another dlg (without overriding it)
Débuté par
DLAN_Immortality
, janv. 11 2010 09:31
#1
Posté 11 janvier 2010 - 09:31
#2
Posté 11 janvier 2010 - 09:49
Make a copy of it and modify the copy then make the creature use the copy.
#3
Posté 11 janvier 2010 - 10:05
But the problem remains that if another mod does the same thing, they'd be incompatible.
I could do my mod in such an easy way it's painful, just by overriding everything; but because my boyfriend and I are stupid suckers we're trying to make it as compatible with other mods as possible... :-(
I could do my mod in such an easy way it's painful, just by overriding everything; but because my boyfriend and I are stupid suckers we're trying to make it as compatible with other mods as possible... :-(
#4
Posté 12 janvier 2010 - 08:34
Aw, come on, not even Bioware can answer this one?
How are people going to mod the OC if they can't create interjections? Give me a break... :-(
How are people going to mod the OC if they can't create interjections? Give me a break... :-(
#5
Posté 12 janvier 2010 - 11:45
Some things will end up being incopatible. There's always a limit to modding.
You coudl try making a copy of the NPC wiht your own dialogue and spawning that (and removing the regular one) one instead, when specific conditions are met. Then after the talk is done, you bring the old one back.
You coudl try making a copy of the NPC wiht your own dialogue and spawning that (and removing the regular one) one instead, when specific conditions are met. Then after the talk is done, you bring the old one back.
#6
Posté 12 janvier 2010 - 12:09
You create interjections using STAGES. You cna spacify the TAG of the NPC you want to interject.
for instance, if you want Alistair to butt in in a convo with your custom NPC, you don't need to touch Alistair.
for instance, if you want Alistair to butt in in a convo with your custom NPC, you don't need to touch Alistair.
#7
Posté 12 janvier 2010 - 01:14
Thanks for your reply :-)
I understand the interjections when another NPC gets into my own's convo, however, I want to do the opposite. My NPC butting into another's convo.
Example: I want my NPC to say a line like they all do in the Sloth demon's convo in the fade.
Is that possible without overriding the whole sloth demon dlg?
Is it viable to make the sloth demon disappear, putting its evil clone instead in order for my NPC to say a line, make the clone disappear and putting the normal dude back again?
There /should/ be an easier way to do this kind of thing... :-(
EDIT: And also, thinking about it, the clone thing would not be compatible with other mods either anyway *rolleyes*
I understand the interjections when another NPC gets into my own's convo, however, I want to do the opposite. My NPC butting into another's convo.
Example: I want my NPC to say a line like they all do in the Sloth demon's convo in the fade.
Is that possible without overriding the whole sloth demon dlg?
Is it viable to make the sloth demon disappear, putting its evil clone instead in order for my NPC to say a line, make the clone disappear and putting the normal dude back again?
There /should/ be an easier way to do this kind of thing... :-(
EDIT: And also, thinking about it, the clone thing would not be compatible with other mods either anyway *rolleyes*
Modifié par DLAN_Immortality, 12 janvier 2010 - 01:48 .
#8
Posté 13 janvier 2010 - 07:57
In that case...no, you will have to butt in.
You might be able to pull the body-switch routine, but that means re-doing the conversation anyway. Adding extra lines might f*** up the convo... or so I heard.
Mithinks if you add more lines out of order - like in the middle - that the ID's of lines get mixed up, and you might need to re-do (set the properties) the voice and Vfx for all lines of the NPC.
You might be able to pull the body-switch routine, but that means re-doing the conversation anyway. Adding extra lines might f*** up the convo... or so I heard.
Mithinks if you add more lines out of order - like in the middle - that the ID's of lines get mixed up, and you might need to re-do (set the properties) the voice and Vfx for all lines of the NPC.
#9
Posté 13 janvier 2010 - 10:43
Well, that sucks major balls.
Bioware, what were you thinking? >:-[ and more importantly, could this kind of thing be implemented in the toolset? Cuz really, how can people mod the OC properly then? >:-[ I'm so frustrated! >:-[
Bioware, what were you thinking? >:-[ and more importantly, could this kind of thing be implemented in the toolset? Cuz really, how can people mod the OC properly then? >:-[ I'm so frustrated! >:-[
#10
Posté 13 janvier 2010 - 12:08
I did say "Or so I heard". I haven't tried some of the stuff yet.
Changing the PC lines in a existing convo shouldn't affect it in any way.
Adding NPC lines in a existing convo MIGHT mess it up.
Someone more knowledgable than me could shed some light here.
Changing the PC lines in a existing convo shouldn't affect it in any way.
Adding NPC lines in a existing convo MIGHT mess it up.
Someone more knowledgable than me could shed some light here.
#11
Posté 13 janvier 2010 - 12:41
Well, I'll go ahead and try that, of course. But it's a shame that after working our butts off, creating hacks in order to have a working Fade, and etc, we have to end up doing exactly what we didn't want to...





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