How do you enable soz style conversations?
soz style conversations
#1
Posté 18 juillet 2015 - 02:03
#2
Posté 18 juillet 2015 - 04:53
I figured it out. PartyChat box in module properties.
#3
Posté 18 juillet 2015 - 07:03
Not module properties, but the properties of each conversation. You decide the conversation style for each individual conversation. Also, the PartyChat property overrides the NWN1-style property, so if both are selected, SoZ-style will be used.
#4
Posté 19 juillet 2015 - 10:39
You can't use Party Chat with cinematic conversations, so you'd want to select NWN1-Style as well.
#5
Posté 19 juillet 2015 - 11:22
If Party Chat is selected, even if NWN1-style conversation is not, it will use SoZ party chat, not a cinematic conversation. You don't need to select both.
#6
Posté 20 juillet 2015 - 01:25
That's not my experience. If I don't specifically select NWN1-Style as well as Party Chat, the conversation won't fire at all for me.
#7
Posté 20 juillet 2015 - 01:45
Well it is mine. Most of the conversations in my campaign (including the conversation with the book in the starting room which you must go through to proceed in the game) have only Party Chat selected, and not NWN1-style, and they all work, at least judging from the playtests and the reviews. Perhaps you could test mine and see if they don't fire for you?
#8
Posté 20 juillet 2015 - 02:37
I've never created a campaign, only single-player modules. Perhaps conversations behave differently in the two systems.
#9
Posté 20 juillet 2015 - 02:41
Perhaps, but my test module, not connected to a campaign, also has SoZ conversations without the NWN1-style conversation selected. I just checked.
I really would like to know if the conversations in my campaign will not fire for you.
#10
Posté 20 juillet 2015 - 03:44
The conversations I've had trouble with may be ones that fire from an OnClientEnter script. If they're not marked as NWN1-Style but are marked as Party Chat then the conversation fails to fire. They work fine as non-Party-Chat cinematic conversations, or as NWN1-Style Party Chat conversations, or just plain NWN1-Style conversations. I wouldn't have tested them by clicking on an NPC, since no NPCs would have been using cinematic conversations in my current module.
#11
Posté 20 juillet 2015 - 04:07
In the On Client Enter script for the lighthouse exterior, I have an SoZ conversation firing when the player is at a certain quest stage. It is not marked NWN1-style.
#12
Posté 20 juillet 2015 - 04:32
I've just looked that the function I'm using in my script:
ActionStartConversation(oTalker,sConv, FALSE, FALSE, TRUE, FALSE);
That last option is specifically setting 'disable cutscene bars' to FALSE. Perhaps specifying it, rather than leaving it blank and allowing it to default to FALSE anyway, forces the function to try to start a cinematic conversation? All I know is that those script-initiated conversations won't work if Party Chat is checked and NWN1-Style isn't.
I also tend to set conversations to 'Multiplayer Cutscene' so that the escape key can't be used to end the them prematurely. I don't know if that's a contributing factor.
#13
Posté 20 juillet 2015 - 04:36
I also set Multiplayer Cutscene for that same reason. The conversation in the On Client Enter script I mentioned above has Multiplayer Cutscene selected in addition to Party Chat selected and NWN1-style not selected, and is fired successfully with this command in the On Client Enter script.
AssignCommand(oPC, ActionStartConversation(GetObjectByTag(sTalker),sConv, FALSE, FALSE, TRUE, FALSE));
#14
Posté 20 juillet 2015 - 10:59
I tested a simple conversation on an NPC in a test module, and sure enough setting the Party Chat flag resulted in the NWN1-Style even without specifically checking the NWN1-Style flag. To think of all those precious half-seconds I've been wasting setting both flags!
I think I might know why my OnClientEnter cinematic conversations failed when I accidentally set some of them to Party Chat. Most of them are using a custom camera object on the first node.
#15
Posté 20 juillet 2015 - 11:16
I'm running one more test, of which I hope to see the results soon, just to check one other possibility that may cause it to fail. I'm glad to hear you found it to be working. For me, the important thing is not the amount of time it takes to set both flags (which as far as I know is also harmless to do), but the important thing is knowing what is true and necessary, for the purposes of troubleshooting.





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