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Putting conversations in override.


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#1
olnorton

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Firstly, am I right in thinking that if changes are made to a conversation after starting the module.
Putting the edited conversation in override will show the changes when I load a saved game?

Second, The only option I can see to put the conversation in override, is to export it in an .erf file.
Does the override folder threat the .erf just as a subfolder, or do I have to extract the file, or files from the .erf?

#2
kevL

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firstly, yep.

Second ... nope: Tanita's NwN2 Packer is our friend. ( nwn2packer_20080808.zip )

with it, you can grab the file out of the .Mod itself (or an .erf, etc)




note that if you were working in directory-mode, the dialog is simply there along with other files and can be copied to /Override.
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#3
olnorton

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Thanks again Kev.
I tested it with just the .erf & it didn't work, so I tried to extract the file with the gffeditor I used for DragonAge .erf's but it said not supported file.

I use Tanita's NWN2 Packer for .haks, so I try that now.

Directory mode sounds good, but I don't want to confuse the issue just yet.


Edit: Cool! that worked. It will save me a lot of time. up until now I've been restarting the module whenever something didn't work as expected.
And that strip, lie down, & get up and dust myself off, took 7 or 8 goes to get the loops & delays right.

#4
andysks

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Be careful with the conversation property show once per game though. If this is true it won't matter if you edit it. If the node passes, it's basically gone.


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#5
Tchos

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A solution to that would be to create another node with the same position and conditions as that one, except without the "show once" property.



#6
Kaldor Silverwand

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You can just put the conversation file in the campaign folder as well, rather than the override folder.  Campaign conversations override module conversations of the same name.

 

Regards


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