Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Sep 2017
Location: Texas
C
stranger
OP Offline
stranger
C
Joined: Sep 2017
Location: Texas
Howdy Folks,

I've created alternative dialog for some of the characters in the main DOS2 campaign, though when I speak with them the standard dialog is all that is displayed.

How do I get my dialog to take precedence over the standard dialog, or be seen by the campaign?

I've tried the steps outlined on the Larian docs:
https://docs.larian.game/Modding:_Dialogs

but that did not seem to work. In this case I opened the dialog editor, opened the file ...\Data\Editor\Mods\DivinityOrigins_1301db3d-1f54-4e98-9be5-5094030916e4\Story\Dialogs\Tutorial/TUT_LowerDeck_Humans_Female_Magister_Priest_000.lsj

made a few edits to the very first dialog line and saved it to:
..\\Data\Mods\TestDialog_920602e4-7cbb-4f04-ba45-763f7d27d706\Story\Dialogs\TUT_LowerDeck_Humans_Female_Magister_Priest_000.lsj

Saved. Rebuild. Tried in the editors game mode and also in the actual game (w/ the mod enabled) and still get the default dialog. I even tried saving with a different name and changing the default dialog of the NPC to match the file name, and still get the default dialog.

I've been testing with Magister Siwan in the very first room of the Tutorial.

Any advice on how to change the dialog for NPC's in the main campaign?

Thanks,
Craig


Lord Cuddles
My Workshop
Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
I don't know why the overriding is not working if you add a dialog with the same name to your mod.

To override it via story, undefine the database for the regular default dialog (NOT DB_Dialogs(S_TUT_Humans_Female_Magister_Priest_000_9d17cf06-6fad-49a8-82de-54518a9bf5df,"TUT_LowerDeck_Humans_Female_Magister_Priest_000");) and then define a DB_Dialogs entry that links your dialog to her. You can do this in the INIT section of your story goal, but you have to ensure that your goal initialises after the story goal that assigns her default dialog (TUT_SourceCollars) has been initialised. This means:
* your goal must only initialise after the RegionStarted("TUT_Tutorial_A") event (the parent goal of TUT_SourceCollars, Tutorial_PrisonShip, completes on that event and hence its children initialise after that event)
* you goal's name must come after the string "TUT_SourceCollars" when alphabetically sorted (goals are initialised in alphabetical order)

Joined: Sep 2017
Location: Texas
C
stranger
OP Offline
stranger
C
Joined: Sep 2017
Location: Texas
Thanks Tinkerer, I’ll give that a try and report back. I’ll also try some more generic characters.

Cheers


Lord Cuddles
My Workshop
Joined: Sep 2017
Location: Texas
C
stranger
OP Offline
stranger
C
Joined: Sep 2017
Location: Texas
I've tried several more variations and still not having any luck.

I opened and did a save as on the dialog in question with an extra _NC at the end. I then added a new story called "zTestDialog" with the following 2 lines in the INIT:

NOT DB_Dialogs(S_TUT_Humans_Female_Magister_Priest_000_9d17cf06-6fad-49a8-82de-54518a9bf5df,"TUT_LowerDeck_Humans_Female_Magister_Priest_000");
DB_Dialogs(S_TUT_Humans_Female_Magister_Priest_000_9d17cf06-6fad-49a8-82de-54518a9bf5df,"TUT_LowerDeck_Humans_Female_Magister_Priest_000_NC");

Save. Build. Still doesn't give me my dialog within the game player or launching DOS2 normally. I also added alternate dialog for the Lower Deck Source Hound and the Gruel Lady. Neither of those worked either. So, thinking there must be something fundamental I'm just missing.

I created the Addon via the steps to mod the Main Adventure: https://docs.larian.game/Modding:_The_main_campaign
and followed this by:
https://docs.larian.game/Modding:_Dialogs
along with trying the other story idea above.

Ideas?

Thanks,


Lord Cuddles
My Workshop
Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
How did you ensure that your goal only initialises after the RegionStarted("TUT_Tutorial_A") event?

If you run your mod in the editor, you can have a look at the file osirislog.log (in the same directory as the editor binary) after starting game mode. If you then search for "DB_Dialogs(S_TUT_Humans_Female_Magister_Priest_000" in that file (and look for such lines that end with "[add fact]" or "[delete fact]", you can see whether your initialisation code gets executed and if so, when (before or after the initialisation code of the tutorial goal).

Joined: Sep 2017
Location: Texas
C
stranger
OP Offline
stranger
C
Joined: Sep 2017
Location: Texas
Thanks again Tinkerer. I corrected the load order and still having the same issue. I’m going to put this one to bed for now and worry about it later.

Currently focused on a stand alone adventure and my dialog is working good there.

Thanks


Lord Cuddles
My Workshop
Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
Sorry, I completely messed up above. As I documented it myself, just undefining a DB_Dialogs() entry does not remove the dialog assignment. You have to use ProcRemoveAllDialogEntriesForSpeaker instead.


Moderated by  Larian_KVN 

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