Originally Posted by FrauBlake
'Fix button' ?

I haven't used the dialog editor yet but probably I will have to soon.


Just the menu option I was talking about last page. Can't remember exactly what menu it's in offhand.

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I copied a standard Cyseal Civilian dialog to the story directory for my black hole trader and registered the dialog via DB_Dialogs(). But he refuses to speak, although I gave him the same speaker as one of the civilians.
(Does not matter much for now because I only needed a dialog to get access to the trade button.)/quote]

I have some barebones dialog templates I can upload if you want to try those.

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But I definitely have re-used UUIDs by only copying a file (and renaming it) instead of creating a new one, maybe that's why he refuses to talk.


I'd be surprised if that's it since when broken dialogs load they either display incorrect information or they display blank with a red icon for the NPC portrait.

Also there is the "global" node system where nodes are reused for many NPCs and those would by their nature use the same UUIDs.

In the past I've had an issue where global NPCs created during the same session won't open dialog. But the next time I open the editor it works fine. Never tracked down what causes it.

One thing to look for is, do the NPCs that have a DB_Dialogs but don't open an actual dialog UI turn and face the player? Because that's part of the statement IIRC. So if they turn and face you the script is at least working partially.

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(On a side note, I also have no clue how that 'Speaker Manager' works either. ;-)


I'm not as familiar with the EE version as I am the classic, they changed the menus a bit but I think it still works basically the same way. One of the functions seems to be letting whatever system controls voice overs know when it's supposed to play matching lines from the recording sheet (along with having voiced checked off).

The other thing it does is define groups, there's a GROUP_Players for instance. So if you had a dialog start off a triggered event you could assign the speaker to be GROUP_Players since you don't know which player tripped it or if more than one did. Thus they could all use that node.