Originally Posted by Burgee

Sniper made it sound like you don't need:


IF
DialogStartRequested(CHARACTER_Gothard,CHARACTER_Player1)
THEN
DialogStartTwoSpeakerDialog("gothardavmelse",CHARACTER_Gothard,CHARACTER_Player1);

if you're using that template. Try commenting it out in your script and leave the dialog settings in the sidebar see if it works.


Yup, there's a PROC in there that starts dialog just like main does and it pulls dialog from the defaultdialog option in the sidebar instead. As if it were a non-global character.

It's basically how MAIN does it and if I hadn't already done dozens of manual starts like the code above I'd have switched my mod to this method. I found this exact same problem when I pasted the two goal files from the template in my mod.
They are:
Dialogs
_GLOBAL_DIALOGS

I'm not sure exactly which one has this code in it and I didn't bother trying to figure it out since I was already somewhat advanced in my mod. Trying to stay focused horsey

If you aren't very far I'd suggest using it. Delete the DialogStartTwoSpeakerDialog stuff you have for individual global characters. And properly fill out the defaultdialog in the sidebar for each character.

Otherwise just delete those two goal files and the conditional statement like the one Burgee posted should start working again and you can close dialog.

The benefit of the way Larian starts global dialogs is it allows you to keep the systemic stuff like all NPCs can trade and responses to combat and such without having to enter conditional dialog starts for every single stupid character.

There are some semi-interesting comments by larian in those goal files I mentioned but I'm trying to stop monkeying around with stuff like that and stay focused. It's hard cause I like these kinda puzzles ouch

Last edited by SniperHF; 24/03/15 07:04 PM.