Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#534536 01/08/14 07:06 PM
Joined: Jul 2014
Noaloha Offline OP
enthusiast
OP Offline
enthusiast
Joined: Jul 2014
I've been banging my head against this all day. Has anyone figured out how to recreate their own "man with many cheeses" type floating text? No voice, obviously, just if you've worked out how to assign the repeating text to an NPC. From poking around and finding mention of a 'cheese_vendor_(m._human)' entry mentioned in multiple places, I think it's something to do with the 'Speaker' section in both the sidebar and Keyword Editor with the sidebar section pulling from saved Keyword Editor lsx files, but I haven't been able to (1) input custom 'speaker' entities into Keyword Editor, or (2) get the sidebar to populate dialogs in the 'Speaker' drop-down.

I'm hopeful it's a simple issue, I'm just drawing a blank on it. Any pointers would be delicious, thanks.


EDIT: Oh, I should probably mention, I'm interested in both the repeating ambient floating dialog, as well as floating character dialog once scripting conditions are met.

Last edited by Noaloha; 01/08/14 07:08 PM.

Escape From Smalcatraz: Steam/Nexus. Forum thread.
Joined: Dec 2013
old hand
Offline
old hand
Joined: Dec 2013
Open up the "TranslatedStringKey" editor in the toolset. It is right next to the keyword editor. Create a new *.lsb file. Within the file, start typing in the first blank line. The "key" value is the variable name you will use to refer to it in the script. The "content" is what will be said. Then in your script, you can call CharacterDisplayText(), using the "key" value for the (STRING)_Text argument.


DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods
Joined: Jul 2014
Noaloha Offline OP
enthusiast
OP Offline
enthusiast
Joined: Jul 2014
Yusss. It works, thank you. It didn't cross my mind that the floating NPC text would be treated like book text.


Escape From Smalcatraz: Steam/Nexus. Forum thread.
Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
I got the problem with CharacterDisplayText. Sometimes it works, sometimes not. I cant define the reason.

I placed

CharacterDisplayText(CHARACTER_Player1,"LetsTalkToNPC");

in my INIT section, but it seems to run only once. I tried to reload story, level and mod, still does not work. Do you have any clue why is that?

Last edited by Cadmus88; 11/09/14 12:47 PM.
Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
I solved this adding a 2 sec timer. Seems that the character just loaded too fast or the game was not ready, and the message fired, but was not seen in the game.


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5