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Ikul Offline OP
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Hi everyone!

I'm working on a a mod dependent on the main game. It's fairly bare-bones so far.
I've tried to follow the first of the video tutorials here: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=521809#Post521809 and I've run into a bit of a snag. It's, in terms of symptoms, the same as the current top comment on the Youtube page of the same tutorial, but I've dug a little deeper.
As best I understand, Osiris is using the wrong source to look for the dialogue. If I reproduce the actions taken by Bert to set up the basic situation, the NPC, after being clicked upon, does not react.
However, if I replace the second parameter of DB_Dialogs with "CYS_Bairdotr"(a dialogue that exists in the main story but, interestingly, does not have a separate file corresponding to it), Osiris normally gives my character Bairdotr's dialogue.
If I substitute the same string with gibberish, so that I know for a fact there's no corresponding dialogue anywhere, I get the original problem: clicking the NPC does nothing but not does fire an error.
My dialogue file is stored in the same folder as the one Bert uses in the video.

To me, this suggests that Osiris checks the wrong place, finds nothing fitting the supplied string, shrugs and moves on without bothering to tell anyone what happened.
Now, am I wrong?
And if I am not wrong, is there a way to force Osiris to look in the correct place, or save my dialogue to the correct place?

Last edited by Ikul; 17/11/15 03:27 PM.
Joined: Jun 2013
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For starters I'm not 100% sure what you mean by dependent on main. Do you mean you are actually modding the main campaign and the actual Bairdotr character? Or you just have main as a dependency, and added your own Bairdotr character?

What's filled in on the sidebar for default dialog for this character in question?
DB_Dialogs( ) by itself does nothing, a flaw in the video and something they don't really explain.

You need story editor scripts from MAIN to make that work right, though it sounds like yours is working to a degree?

Can you try setting the character's dialog on the sidebar to the name of the dialog file you want to use? Also make sure to comment out your DB_Dialogs line.


Also for the location of the file, is it stored in "Main\Story\Keywords" or "YourMod\Story\Keywords"?

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Ikul Offline OP
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I have main as a dependency.
I don't really have a Bairdotr character, I just picked that as the first dialog from the main campaign that I found. It could've been any other dialog.

Interestingly, I've resolved the issue, although I'm not -quite- sure what did it. I was experimenting with some other things, mostly involving copious amounts of rebuilding and re-generating Definitions, and rather to my surprise, it worked!
Right now, DB_Dialogs() by itself works as expected from the video, without my needing to use the default dialog field.

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Are you using scripts from main?

Because the DB_Dialogs() shouldn't work unless you have either written your own statement to make it work, or you are using the _PROC file.

Or are you using the stand alone project template?

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Ikul Offline OP
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As the mod has the main in its dependencies, it's got all the main scripts.


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