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Party "barks" scripting which is driving me insane...


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#1
Akka le Vil

Akka le Vil
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Hello.

I'm pulling my hair out because of something that should logically be extremely simple, but manage to be utterly confusing.
It's about the party "barks", the comments made by a party member on some scenery point, like Sten commenting on the children in Denerim market or Wynne commenting on Irving's room in the Tower of Magi.

NOTE : it's NOT about the "party banter" zones, which prompt two people in your party to exchange banter (like the bridge aside the blacksmith in Redcliffe). It's about the zones which prompt ONE person in your party to comment on the SCENERY.

These specific comments trigger only ONCE per game, and I'd like to make it so they can trigger several times.
Sounds simple and easy, hu ? Yeah, I thought so, but it's not. The whole thing behave in completely ununderstandable ways.
I tried the same some years ago, but even after getting an answer from Bioware, I still couldn't manage to get it working.
Now I recently dusted off the game to do another playthrough, and I'm trying to fix again this issue. And again, I just can't do it. I've tried changing the conditions, setting or unsetting the flag, altering the party_barks.dlg file and multiple combinations. Nothing work, and it doesn't even fail in a way that makes sense to me and would allow me to understand how to go from here.

So well, I'm asking : can someone explain it in details, or make a step-by-step explanation, or even post the altered files if he's feeling generous, so I can finally make this thing work in the way I'd like ? :crying:

I just wasted three hours on this thing and I feel like I'm going to slam my head against a wall soon...

Modifié par Akka le Vil, 01 décembre 2013 - 08:33 .


#2
MerAnne

MerAnne
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He said....
IF you want to get rid of the do once, remove the "WR_SetObjectActive(OBJECT_SELF, FALSE);" from the end of the script (gentr_party_triggers.nss).

gentr_party_triggers.nss is in the toolset under
1) _Global/Trigger Scripts/gentr_party_triggers.nss
2) Check out the file (right click, select 'check out')
3) File opens automatically when you check it out.
4) Delete WR_SetObjectActive(OBJECT_SELF, FALSE); from the bottom of the file (I would comment it out by putting two back slashes // at the beginning of the line)
5) save
6) Tools/Export/Export without dependent resources.

These are DavidSims instructions, and I guess they are probably correct. Personally, I don't alter core scripts, but it is your game so you can do what you like! Be careful and have fun.

#3
Akka le Vil

Akka le Vil
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Trust me, I tried it. Several times, in several ways.
I removed the "SetObjectActive". I commented it. I set it to "true" rather than false. I moved it around in the code. I put the file in different folders to see if it overrode correctly the game's data.
I also tried (both with and without the alteration of "SetObjectActive") to change the WR_SetPlotFlag.

Still no luck...