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Joined: Aug 2014
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Hi guys, I am posting this at work, and don't have my mod handy so I'm sorry if I'm a bit lacking in details, Ill add more later when I get home.

Basically in my mod, I have created an NPC by adding a Ciseal (sp?) male. I have given him a name, made him global, etc.

Unfortunately when I create a conversation and try to get him to use it, nothing happens. The speech bubble appears when you mouse over him, but when you click, it vanishes and no conversation starts.

I have added a cat, and have no problem attaching a conversation to that ! wink but not the human, I am hoping I have missed a tick-box or something that will be simple, or maybe I need to use a different root template for my npc ?

Anyway, I hope that's enough info for you to help, if not, I can add more detail later from home.

Thanks in advance,

Ian

Joined: Jul 2014
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Dialogs are all a little weird and I'm still not sure I've been using them the 'correct way' (the way they're used in the main campaign at least). But they work one way or another in my mod so I'm happy. Whether the NPC is listed as Global or not seems to modify how the StpryEditor handles StartDefaultDialog calls. I don't get it, but I'm kinda sucky at all this. I'm sure others have figured it out.

In any case, in lieu of any better solution showing up, try using this code to ensure the game grabs and starts the dialog (or any dialog) correctly:

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


Throw a dialog into the DefaulDialog section of the sidebar (required so that the speechbubble shows up I think?), but you can theoretically apply any dialog you like to the THEN section of this code, it doesn't have to be the Default Dialog.

Last edited by Noaloha; 27/08/14 09:02 AM.

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Ahh excellent, thanks Ill try that when I get back.

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It worked !
Thanks Noaloha smile


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