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[SOLVED] Database Error - Multiple Dialogue Conditions in same branch


10 réponses à ce sujet

#1
Charsen

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I want to have a dialogue that gives a different reward depending on the character class (Rogue, Warrior, Mage).

Right now, I have the rewards2da and plot set up to give a warrior, rogue and mage reward. They individually work fine, but I want to have a branched conditional in a dialogue.

I'm editing a follower's dialogue to do this:

Generic NPC's dlg:
-->Player: Quest complete.
---->[OWNER]: Thanks.
-------->[END DIALOGUE] **Condition: gen00pt_class_race_gendFlag: GEN_class_WARRIOR = is true
-------->[END DIALOGUE] **Condition: gen00pt_class_race_gend Flag: GEN_class_ROGUE = is true
-------->[END DIALOGUE] **Condition: gen00pt_class_race_gend Flag: GEN_class_MAGE = is true

If the conditions are met, then (this is generic):
Action: genpt_follower_main
Flag: follower_give_item
is set.

Now, this works fine if I only have 1 [END DIALOGUE], but the moment I add the other two, it won't let me save and tells me to check the log for an error message:

"Unable to save resource data to the database.
Resource can not be saved.Please check your logs for error messages before closing the toolset and losing your work."
I could do something more round about in the dialogue but I'd prefer a simple switch here since it's easier to link to.

Any suggestions?

edit: bbcode

Modifié par Charsen, 27 mars 2010 - 07:23 .


#2
Proleric

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I've written something very similar without getting that message. Have you tried making the change one step at a time (add the [END DIALOGUE], add the condition, set the flag, set the reward), saving after each change, to narrow down what is causing the problem?

#3
TimelordDC

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I believe the last entry in a list of conditional entries should not have a condition (so that there is something to default to). So, remove the condition from your last End Dialogue and see if it will save.

#4
DavidSims

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I don't think the conversation system allows you to have multiple empty end dialog nodes coming off of one NPC line. Instead, use mutliple empty NPC lines:

Generic NPC's dlg:
-->Player: Quest complete.
---->[OWNER]: Thanks.
------>[CONTINUE]
-------->[OWNER] **Condition: gen00pt_class_race_gendFlag: GEN_class_WARRIOR = is true
---------->[END DIALOGUE]
-------->[OWNER] **Condition: gen00pt_class_race_gend Flag: GEN_class_ROGUE = is true
---------->[END DIALOGUE]
-------->[OWNER] **Condition: gen00pt_class_race_gend Flag: GEN_class_MAGE = is true
---------->[END DIALOGUE]

#5
TimelordDC

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I just created a test conversation with 1 NPC line (containing text) and three empty End Dialogue lines - each with a condition and an action (same action for all three conditions) and it saved fine. I suggest doing what Proleric suggested - saving after each line.

#6
Charsen

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Thanks for your replies, guys. :)

Sadly I still have the problem, but it's even more odd than I thought. The first thing I tried was to save after each line --- and the result is, well... let me show you with screenshots.

First, let me show you what I tried:

For reference, I'm editing the default zevran_main.dlg, not edited or modded. This is the line:

Image IPB

If I extend the branch at all, I get the same error.


If I try to add other [END DIALOGUE] leaves, I get the  same error 


If i try to turn one of the [END DIALOGUE] leaves into a conditional and keep a default leaf as the else, it's the same thing.


If I do the branch as suggested by DavidSims, I get the same error


However.... (and this is the very odd part)....
...If I make a brand new conversation and do the last branch straight off the node, I don't get an error


I have tried unlinking anything that links to the questionable branch, I've tried adding a node right off of the root node, too.


And perhaps most telling of all... If I remove everything in the file except for a single path branch, I still get the error!


I have also tried this with Leliana's dialogue, same thing.


I then decided, well I will try it with a dialogue that I am certain none of my mods ever touched. So I tried it with ntb100cr_Zathrian and den230_pick2_nancine. Same thing.


So... my next step is to uninstall and reinstall the toolset and purge the database, unless you guys have any ideas? 
:unsure:

Modifié par Charsen, 27 mars 2010 - 07:43 .


#7
-Semper-

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sometimes the toolset's behaviour differs from user to user. for me the facialfx and vo is connected in an odd way. all the install and reinstall won't do any good :D

#8
Charsen

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Well -- I've been able to do this before, that's why I thought it was so odd that I couldn't do it with my first attempt. There has to be something that is causing this hot mess, because... if not... I pretty much can't mod dialogues at all, so... .. 
:crying:

#9
Proleric

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It sounds as though you have a more basic problem - inability to edit an official conversation, period.

I tried a couple of obvious situations in which edit is limited, but haven't been able to reproduce this symptom yet.

IIRC, the official conversations aren't included in the standard toolset data base. Exactly how are you importing them to the toolset and checking them out for edit?

#10
Charsen

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i have a module set up with Single Player as the Extended module, and then in Hierarchy, Single Player is checked.

edit: to be thorough, I also checked it with: 
extended module: Core Resources, Hierarchy: Single
extended module: None, Hierarchy: Single

No dice... It sounds to me like it's having trouble inserting these nodes into the database, for some reason. ..I have no idea why this would suddenly start happening. (I've edited dialogues many times with no problems.) 

--I'm about to do a full uninstall/reinstall today after my backup is done.

Modifié par Charsen, 27 mars 2010 - 05:01 .


#11
Charsen

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Good news!

I believe I have figured out the problem, so I am going to post it here in case anyone ever gets in a similar situation.

As I was uninstalling the toolset and the database, I was prompted with an error that the database was locked -- in use by another program. Very odd since I thought I had shut down the toolset.

It turns out that the mod manager that I was using to launch the toolset was actually still running and active. And this makes sense -- it was most likely holding onto the db access and so preventing any edits from the files that it was reading from the db.

Sadly I was mostly done with the uninstall so it had to continue, but at least I know, and at least the error is documented here. I hope it saves someone else the frustration.

In short:
Check your processes, make sure you kill any mod managers that may be running.

Thanks for the help here, guys. =)

Modifié par Charsen, 27 mars 2010 - 05:45 .