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"Unsticking" the side quests...


beel2112

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Hey all!

 

I've been having a hard time getting Carth's sidequest to show up. His dialog keeps getting stuck after the "Left out of the loop" dialog. I've tried using KSE to edit the globals, but all I can do is go back a step, and then it gets stuck again. Anyone have any ideas? I know someone else got stuck on the Canderous quest--I'm just wondering if there's a list of the globals that affect the missions. For instance, there are the "messenger" booleans, and then there are the numeric (?) ones that are numbered 1-x...

 

Thanks!

 

Hmmm...speaking of dialogs/text: Has anyone made a list of the places where the "banter" is triggered? (Like Carth-Bastilla, Carth-Canderous, etc.) I've noticed that there are two places in the sewers of Taris that trigger the Mission-Zalbar dialogs. Also, outside of the "hospital" in Upper Taris (Carth-Bastilla), and around the entrance to the north (I believe) section of Upper Taris. Lastly, I noticed that the little valley on Dantooine (in the section where you find the dead settler) that connects the two larger pieces of the map will often trigger Canderous-Carth or Canderous-Bastilla...

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Hi there --

I believe tweaking the global numerics for Canderous solved that problem -- you could try doing the same. I think most of the side quests end in "_PLOT" as their names. Usually changing these values from 0 to 1 is enough to get the sidequest moving.

 

But there is no definitive guide to the Global Variables. There are tools availalbe for looking at the variable for a savegame and comparing two savegames for differences -- so it is possible to write a definitive guide. You are more than welcome to contribute to this forum by doing so -- it would be worth many accolades. :)

 

The same goes for the triggers.

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I have also noticed that the banters seem to trigger at specific points, although looking at the script k_bant_trig.nss It would appear that the script that controls the banters only checks for certain npc's. however it is likely that the script is fired at certain trigger areas and then depending on how you have with you a banter may initiate.

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tk102: The Definitive Global Variables sounds like a cool idea (with a cool acronym to boot), but a debilitating illness known as "real life" infringes on my ability to work on it. That being said, I have an idea:

 

How about a new thread, and people can just add to it as they discover things? I'd be glad to wrap it all up in an Excel file as we go. I'm thinking have 3 columns: Variable name, definition, then a yes/no column, indicating whether it's confirmed or not. The last column would prove useful as there are a LOT of variables that you can kind of figure out without looking at them--I saw one the other day that said something like, "Mekel_dead", or something to that effect. ;) Also, two with Hukta, something about "_warned" and "_threat". Stuff like that.

 

There are already some posted, and I'm aware of a few I haven't seen (the "[NPC Name]_Mess[enger]" variables seem to indicate whether the "messenger"--Xor, Jagi, Lena, etc.--has been contacted or not). What'd'ya think?

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Originally posted by T7nowhere

I have also noticed that the banters seem to trigger at specific points, although looking at the script k_bant_trig.nss It would appear that the script that controls the banters only checks for certain npc's. however it is likely that the script is fired at certain trigger areas and then depending on how you have with you a banter may initiate.

 

Definitely, the banter triggers at specific points. normally it's after a level up or a major event. There are separate scripts attached to the dialog that will check for those events and trigger the dialog. (Per example k_swg_carthx.ncs). I used similar scripts in one of my mods (Dustil) to make conversation options available only after certain events. (PM me if you want the source code)

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