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Originally Posted by TheMasterRat
Originally Posted by karlgoran
Nope that didn't work, i get the speech bubble but when i click on the orc no dialog is initiated. I thought the the default dialog field should be left blank btw if you're using a global character.


Did you compile the story script? For your effects to be taken into consideration, you need to open the Story window ( the [S] at the top) and press F7.

The template module I have put has a working dialog, use that as a reference.

Also, your character's alignment is Evil NPC.
change that to Neutral NPC or Good NPC.

Also I saw in the console "Jack has no alignment" make him Hero.


F7 is build right? i've always done that. Changing alignment didn't seem to do anything.

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Have you also generated definitions? F7 only builds the story, doesn't generate definitions (make global characters accessible to the code). Sorry all these questions are really basic, but when something basic doesn't work, it's often a little missed step.

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Originally Posted by Baardvark
Have you also generated definitions? F7 only builds the story, doesn't generate definitions (make global characters accessible to the code).



I've tried to generate definitions etc, now i just did a build + generate definitions thing which worked and when i run the game there is no evidence of the script being used

Quote
Sorry all these questions are really basic, but when something basic doesn't work, it's often a little missed step.


No that's ok i'm glad i'm getting any help at all smile.

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Code
IF
DialogStartRequested( _ , _ )
THEN
PartyAddExperience(7);


I like to use experience points when testing whether something exists/works or not, since it pops up above the character whenever it triggers.

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Originally Posted by Rhidian
Code
IF
DialogStartRequested( _ , _ )
THEN
PartyAddExperience(7);


I like to use experience points when testing whether something exists/works or not, since it pops up above the character whenever it triggers.


That's a bit more convinient than adding gold, thanks for the tip.

Themasterrat: I've started up your "playground" mod and the scripts seem to be firing properly in that and there's no failed to parce script error, i can talk to the Citizen, when i use magic on her she says that i'm possessed by a wizard etc. Also as soon as i add any code of my own into the scripts that are included in the mod i get "failed to parce script" error.

Last edited by karlgoran; 30/01/15 01:18 AM.
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copy paste the exact error you're getting, and then paste the script you added.

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IF
CharacterEnteredTrigger(CHARACTER_Player1, TRIGGER_BoxTrigger)
THEN
PartyAddExperience(100);

Failed to parse script C:/Program Files (86)/Steam/steamapps/common/Divinity Original Sin/Data/Public/Main/Scripts/Player:charScript[6] Error:3 Cannot import from: Did you forget to #INCLUDE it?

Failed to parse script C:/Program Files (86)/Steam/steamapps/common/Divinity Original Sin/Data/Public/Main/Scripts/DefaultCharacter.charScript[3] Error 3: Cannot import from: Did you forget to #INCLUDE it?

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Are your editor paths set up correctly? Copy paste those two things here if you don't mind.

You unpacked Main.pak, right? Where did you unpack it to? Unpacking it directly into the Divinity directory can cause issues - what kind of issues i'm not sure, I didn't really do it that way.

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Originally Posted by Burgee
Are your editor paths set up correctly? Copy paste those two things here if you don't mind.

You unpacked Main.pak, right? Where did you unpack it to? Unpacking it directly into the Divinity directory can cause issues - what kind of issues i'm not sure, I didn't really do it that way.


Gah everything started working suddenly, when i used an event trigger instead of a box trigger the CharacterEnteredTrigger started working and for some reason the global dialog companion thing started working as well. Thanks for the help though i got a bit worried there for a moment

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Originally Posted by karlgoran


Gah everything started working suddenly, when i used an event trigger instead of a box trigger the CharacterEnteredTrigger started working and for some reason the global dialog companion thing started working as well. Thanks for the help though i got a bit worried there for a moment


Was your box trigger registered for players in the INIT section?

"TriggerRegisterForPlayers(PLAYER_HERE);" is the call.

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It wasn't, i realized that had to be done after watching another tutorial. Not sure why i didn't pick up on that after watching roguelikes tutorial on triggers.

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