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Shout Problem, Mod for DAO


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#1
dhague

dhague
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I am stuck on my first DAO Mod attempt.  I am trying to replace the Lothering Orphan with a "different new NPC".  Everything works in-game (UTC, cut, and talk convo) except the new character is still using the original orphan shouts.  Under variables, the UTC has "SHOUTS_DIALOG_OVERRIDE" which I changed to my shout dialogue.  Under variables, the NPC talk trigger UTT has "TRIG_TALK_DIALOG_OVERRIDE" which I also changed.  And the "Shout_TALK" trigger for the original orphan did not have any references to the original shout convo.  I checked all script and plot files related to these three files and could find no other reference to the "original" shout convo.

I can only hope that some kind soul will tell me what I am missing, otherwise my first Mod attempt is dead!

Thanks in advance and Semi-Cheery Bye

#2
BlackPhi

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Hi dhague.
If you look in lot_constants_h you will find that the orphan shout is hard-coded to "lot100_orphan2.dlg", at least as far as the trigger is concerned. Scroggy, lazy coding, but it leaves you needing to override either the orphans2 dialogue, or the trigger, I reckon.

#3
MerAnne

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have you looked in the chr file? It references the ambient lines.

#4
dhague

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Thank you both for your responses. BlackPhi got me on the right track. The trigger linkage is indeed hard-coded. And the Toolset would not allow me to modify and save the orphan shout file while in "Mod module" mode. As I discovered, exporting a new shout file generates a new DLG file with sound banks but no DLB file. And the only internal file reference within the DLG was the name of the sound bank. The answer turned out to be to just rename my new shout file with the original shout file name and stick it into my override Mod folder. In game, the new NPC now uses the my new 'shouts' as the party approaches.

Again, thank you both and Cheery Bye!

#5
MerAnne

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When you have the first version working as you want it, I suggest going back and trying to impact the base game as little as possible. For example, you could use a 'delay' and start a cutscene/shout a number of seconds after the GW enters Lothering rather than replacing an existing character. Or an ambient dialogue that starts or..... Although I grant that I tend to talk to the brat early so that I don't have to listen to the shouts ;-)

There are some - and I am one - who don't play mods who replace/overwrite too often. To each his own, just my viewpoint.