Checked: The navigator dialogue has a greeting. The dialogue and character are named correctly and case sensitive. There is a leave dialogue, there are other dialogue options.
Test #1: The Navigator dialog works when the character is not set to Global.
Test #2: I gave the Navigator dialogue to a global NPC Rogue who already had a functional global dialogue. Rogue's dialogue no longer fired when set to the Navigator one. I returned the Rogue's dialogue back to normal and it no longer fired either. I reset the toolset and then the Rogue's dialogue worked again.
Test #3: I tried switching the Navigator's dialogue to the rogue's and the Rogue's to the navigator's. I saved, regenerated story and definitions, saved again. The rogue still spoke the rogue dialogue. I closed and reopened the Divinity Engine. The Rogue still fires the rogue dialogue, even though the script says he should be firing the Navigator's. I'm so confused...
Test #4: Left everything the way it was in Test #3. Saved everything, reloaded all definitions, closed Divinity Editor, opened it again, saved and reloaded story and definitions. Neither the Rogue or Navigator would speak any dialogue.
Test #5743: Copied all steps exactly from the video tutorial (
https://www.youtube.com/watch?v=nnxL-QDWF7U) and the character still refused to talk.
I recall seeing a thread where you can download fixes for the editor. Would that maybe help? I really feel like many of the errors I get are totally random as I'm very careful about getting the names and scripts correct. I'll copy every single thing in a video tutorial exactly. I'll watch and replicate the video twice. I have no idea what's going on and I never had such trouble with Aurora. I want to finish this module but I've probably put over 10 hours to figuring out this one issue and still can't find a resolution.
Now I noticed that my MessagePanel is spamming me with error "Attempted to read or write protected memory. This is often an indication that other memory is corrupt" every second.