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#527793 26/07/14 04:50 AM
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I followed everything on the tutorial video as close as possible and all I get is a chat bubble cursor when I hover the NPC, but when I click, nothing happens.

Anyone know what's going on?

I've re-checked my work probably 10 times, I even started the mod over from scratch.

The only thing I can think of is, in the Story Editor, I didn't have the _Start goal at first, and in the tutorial video it shows that _Start is the parent for the goal. So, I made a _Start goal as the parent, but I have no idea if _Start actually has any script because they never said in the tutorial.

Is _Start supposed to be blank, have something in it and they just skipped that part, or is something else going on maybe?

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I have had the exact same issue, same conclusions. I gave up, waiting for larian to fix this, or release a proper usable editor, where we can start mods without having to unoficially unpack things, copy paste stuff to get basic systems working.


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The one thing I found out about this is that if I have the NPC marked global when I try to test my dialog in the editor it doesn't work for me. So I have to uncheck him as global then try again to speak to him and for some reason I can see the dialog appear. Once I confirm the dialog is working good and I save my dialog, then I mark the NPC back to global again and resave definitions. Then when I play my mod from the game the dialog seems to work.


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Your module needs some difinitions from the main before some game mechanics work in your module.
ATM I can't move my story script under __Start without getting errors.
So I skipped that all together, this is my solution for now:

I use area triggers to force dialog between players and other characters.
And that works.

example:
IF
CharacterEnteredTrigger(_,TRIGGER_NewMod_Ghost_Trigger_Box)
THEN
DB_Dialogs_Gerald(TRIGGER_NewMod_Ghost_Trigger_Box, "NewMod_Gerald_Text", CHARACTER_NewMod_Gerald);
StartDefaultDialog(CHARACTER_NewMod_Gerald,CHARACTER_Player1);


Last edited by antonowitch; 26/07/14 05:12 PM.
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Tx for the tip, but I WILL NOT mod this game if I have to do this to attach a convo to an NPC.


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If it's not global, just make sure you select the correct Default Dialog in the sidebar menu. If it is global, it ceases to function, and then from this thread:

http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=520352#Post520352

Roguelike mentions the fix is adding:

IF
DialogStartRequested(_Char, _Player)
THEN
StartDefaultDialog(_Char, _Player);

to the KB section of the dialog script in Story Editor.

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My post might be able to help you. I was having the same problem with needing things to be global but the way to attach a dialog shown in the tutorial wasn't working.

I have a theory I'm going to try when I get home that might be a simpler approach but until then..

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Hmmmmm!

Okay, for those having trouble with dialog, try using

IF
DialogStartRequested(_Player, _Char)
THEN
StartDefaultDialog(_Char, _Player);


rather than

IF
DialogStartRequested(_Char, _Player)
THEN
StartDefaultDialog(_Char, _Player);


This fixed one of my NPC's dialogs, but the other NPC is still acting funny (just funny in a different way). So I can't claim this will fix all yet!



EDIT:
Okay, I figured out why one NPC worked and the other NPC was being ignored (like the earlier problem of trying to talk to Global characters).

The NPC which works as a Global has a direct call to a dialog rather than relying on the DefaultDialog.

The code which, for me, gives a successful dialog with a global NPC is

Code
IF
DialogStartRequested(CHARACTER_specific_npc, _Player)
THEN
DialogStartTwoSpeakerDialog("name_of_dialog",_Player,CHARACTER_specific_npc);

Last edited by Noaloha; 03/08/14 07:47 AM.

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Thanks for this, was having problems with NPC dialogues and this worked for me.

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I did the changes you described, story editor compiled fine
And lo and behold, I can end dialogs again!

What is the issue?

It seems.. for some reason. When you call the "END DIALOG" keyword LEAVE and set it to say something + [X] END DIALOG it does not work when that is a direct keyword you see when starting the dialog. Basically it went so, GREETING | LEAVE
I clicked LEAVE, nothing happened. (Your script change fixed my protected memory read error and crash, though!)

So basically, before my setup was like this

Greeting
Leave -> END

(2 choices at the beginning)

I changed it to be like this
*Greeting*
-> *ChangeSubject* -> More Info -> (END)

(Kinda hard to say how it looks in text form, basically I click on MORE INFO a custom keyword, and it goes to END where I can click END.

More Info being a custom keyword I made that's not global which just says "End" it works now.

I don't know why, but when I link to more info (push) from Greeting I can also end dialog now. It seems I managed to "bug" a keyword.

I still hope Demona can figure out what was wrong before though. Because how can a keyword possible be bugged?

Pressing it literally crashes my game.

Last edited by eRe4s3r; 03/08/14 06:01 PM.
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I have definitely had nodes in my dialogs bug out before. Very annoying because you immediately think "well I must have just coded poorly" so you go back and fiddle but no, it's just something going awry behind the scenes.

Deleting nodes was causing weird behaviour for me. Like, it would still show up in the 'pop' list even though it wasn't present (this is after closing down the editor and reopening, like the deleted node is still present at the back end or something). I've also had deleted nodes persist in showing up in dialog boxes, typically only displaying the 'keyword' text, rather than the 'displayed text' part.

Complete guess on my end, but I wondered if perhaps it was linked to me using the KeywordEditor and saving/altering, whilst also having the corresponding dialog .txt file open in NotePad++.

Last edited by Noaloha; 03/08/14 06:24 PM.

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Does it not work with a global character to write in the init section of the story script?? I haven't tried it, but I think it may work as long as you have the "_PROC" script from the main game in your list of story scripts.

DB_Dialogs(CHARACTER_whatever, "name_of_dialog")

I could be totally wrong, or this could have been mentioned/debunked elsewhere, but it seems like by using DB_Dialogs (as defined on line 151 of _PROC) it sets whatever script you designate as their default dialog.

No clue why this stuff has to be so complicated...



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