deathstrike123 Posted June 3, 2004 Share Posted June 3, 2004 You know how on sidequests as you play through them it says journal entry added after dialogue. I just want to know what script controls this and how do I apply it. Link to comment Share on other sites More sharing options...
Darth333 Posted June 3, 2004 Share Posted June 3, 2004 You'll need to edit two files: The dlg file located in the module and the journal file located in the BIFs>_newbif>journalFile>global.jrl edit the global.jrl file In the global.jrl file, you will see, there are Tag fields, each of them refer to a quest or side quest. Per example kor35_findingdustil The ID field refers to the advancement of the plot (10, 20, 25, 35, 40, etc.). each of them corresponds to a journal entry. The End field is set at 1 when the quest is completed. There are other fields too but I think they are self explanatory. edit the DLG file Then , in the DLG file, in the Reply list, there is a filed called "Quest" in this you type the reference to the quest, in other words, what you wrote in the Tag field in global.jrl (in the above example, it was "kor35_findingdustil"). Then, in QuestEntry you mark the value that refers to the plot advancement (10, 20, 25, 30 ,40, etc.) to keep track of it. Giving XP points for the plot If you want to give xp to your party, then attach a script similar to this one in the script field of the dlg file: void main() { GivePlotXP("kor35_findingdustil",35); } (note: the 35 value gives 350 XP) Keeping track of your plot with Globals Now, if you want the game to remember plot adavancement, you will have to set Globals. Here is a sample script: { SetGlobalNumber("MY_PLOT", 7); } and edit globalcat.2da by adding a line for your plot. Hope this helps:) Link to comment Share on other sites More sharing options...
Veldrin Posted August 8, 2004 Share Posted August 8, 2004 But what program whill nead to edit dlg files? When I open dlg in Dlgedit i haven't got any QUESt line:confused: Link to comment Share on other sites More sharing options...
Darth333 Posted August 8, 2004 Share Posted August 8, 2004 You have to use GFF editor. Link to comment Share on other sites More sharing options...
Veldrin Posted August 8, 2004 Share Posted August 8, 2004 A must use NWNeditor? In usually GFFeditor the tekst is corrupt. Link to comment Share on other sites More sharing options...
TheProphet Posted August 8, 2004 Share Posted August 8, 2004 I should probably use this idea too, although journal entries were a pain in NWN, i cant imagin how much more of a pain they are in KOTOR. Link to comment Share on other sites More sharing options...
Darth333 Posted August 8, 2004 Share Posted August 8, 2004 Originally posted by Veldrin A must use NWNeditor? In usually GFFeditor the tekst is corrupt. Yes, NWNEditor IS a GFF editor, it just has a different name and a different look Link to comment Share on other sites More sharing options...
Veldrin Posted August 8, 2004 Share Posted August 8, 2004 And haven't bugs. Link to comment Share on other sites More sharing options...
Tanesh Posted August 8, 2004 Share Posted August 8, 2004 Originally posted by Gsccc I should probably use this idea too, although journal entries were a pain in NWN, i cant imagin how much more of a pain they are in KOTOR. Don't worry, it isn't so hard, even I was able to do it right with the first try. For me it's harder to translate my whole mod than to add this journal entries; I suppose there is almost nobody here who understands German. *sigh* Link to comment Share on other sites More sharing options...
Veldrin Posted August 8, 2004 Share Posted August 8, 2004 I made mod only for people for my country - Poland:) Link to comment Share on other sites More sharing options...
Darth333 Posted August 8, 2004 Share Posted August 8, 2004 Originally posted by Tanesh Don't worry, it isn't so hard, even I was able to do it right with the first try. For me it's harder to translate my whole mod than to add this journal entries; I suppose there is almost nobody here who understands German. *sigh* Ich kann Deutsch verstehen I know what you mean: I am already translating my own mods into French and Spanish - I won't try German however - i only understand but i barely speak it - Gsccc, give it a try, you'll see it is not difficult at all Link to comment Share on other sites More sharing options...
Veldrin Posted August 8, 2004 Share Posted August 8, 2004 Ich libe Duetsch:) BTW. I can't select the Avatar in user cp? Some tutorial please:p Link to comment Share on other sites More sharing options...
Tanesh Posted August 8, 2004 Share Posted August 8, 2004 Nice, more than I expected. I wish I could speak more languages. I had French at school, but that was over 5 years ago. *sigh* I guess it's reduced to almost nothing now. And my Spanish is just the usual tourist vocabulary. I was told my English was very good, but I'm not sure ... I guess it was a good practice to play Morrowind in English. But I think I'll need someone to test my mod for grammar and spelling errors before I publish it, just in case. Btw, is someone interested in an error-free version of Shimaon's Enhanced Sith Saber Mod? I was able to fix his problem with the disappearing crystal and some other minor bugs and he gave me permission to publish it if I want. Link to comment Share on other sites More sharing options...
Xavier2 Posted November 19, 2004 Share Posted November 19, 2004 Where should i place the new globals.jrl and globalcat.2da? Override or packed in the .mod file? Link to comment Share on other sites More sharing options...
Darth333 Posted November 19, 2004 Share Posted November 19, 2004 Originally posted by Xavier2 Where should i place the new globals.jrl and globalcat.2da? Override or packed in the .mod file? Override. What you pack in your.mod apart the .git , .are and .ifo files has to be module specific only. Link to comment Share on other sites More sharing options...
RedHawke Posted November 19, 2004 Share Posted November 19, 2004 Originally posted by Darth333 What you pack in your.mod apart the .git , .are and .ifo files has to be module specific only. You can also pack all the areas NPC's, the NPC's dialogues, most all of the modules scripts (the ones used in the module itself), any custom items that are not upgradeable and that don't use custom models, etc. Link to comment Share on other sites More sharing options...
tk102 Posted November 20, 2004 Share Posted November 20, 2004 Originally posted by Xavier2 Where should i place the new globals.jrl and globalcat.2da? Override or packed in the .mod file? Originally posted by Darth333 Override. What you pack in your.mod apart the .git , .are and .ifo files has to be module specific only. Interesting that tar_m02ab_s.rim contains a module.jrl file in it... maybe there were plans on having module-level journals at one point. Link to comment Share on other sites More sharing options...
Xavier2 Posted November 20, 2004 Share Posted November 20, 2004 More questions: 1. Is there a more effective tool to edit global.jrl than GFFEditor or NwNEditor? EDIT: I made some changes to the questions so it can make more sense: 1. I saw Redhawke global.jrl and noticed plot advancement is marked using ID's 10, 20, 30 and 40. Then what means 25 or 35 mentioned in the post by Darth333 2. I saw Redhawke global.jrl and noticed also that sometimes the element type node is progressing along the ID's, (Elem 0, ID=10, Elem 1, ID=20, and so on) but sometimes not. What is the right way to set this? 3. There is a field in the globa.jrl called XP_Percentage, if i place he XP % gained in there, do i still need the script mentioned in Darth333 post? Link to comment Share on other sites More sharing options...
RedHawke Posted November 20, 2004 Share Posted November 20, 2004 ^^^^ Xavier2, To help with your questions; (Though I could be wrong. ) 1. A: The ID numbers I used followed the general format of the global.jrl, they started with a 10 and progressed by tens, 20, 30, 40, etc. I am of the mind to suspect that you could use any series of numbers like a 1, 2, 3, 4, 5, etc. and it should work the same, the ID numbers are just the numbers used in the dialogues PlotIndex number to put up the .jrl files text to the player journal. I just went with what I could see was doneby Bioware, you can try other numbers but when writing the quests out the 10, 20, etc. made it easier for me to keep track of what would be displayed at what point. Especially when it came to actual .jrl and .dlg editing. 2. A: See the answer for #1. 3. A: I have not played with this XP number, being it is sooooo much easier giving a specific amount of XP with a script attached to the dialogue at the same point, if it gives bonus % XP let us know. I hope this helps! Link to comment Share on other sites More sharing options...
Xavier2 Posted November 20, 2004 Share Posted November 20, 2004 Originally posted by Darth333 Then , in the DLG file, in the Reply list, there is a filed called "QUest" in this you type the reference to the quest (i.e. kor35_findingdustil) then, in QuestEntry you mark the value that refers to the plot advancement (10, 20, 25, 30 ,40, etc.) BTW. I am assuming that "QuestEntry" is actually the field called Plotindex in the newest version of DLGEditor right? Link to comment Share on other sites More sharing options...
tk102 Posted November 21, 2004 Share Posted November 21, 2004 BTW. I am assuming that "QuestEntry" is actually the field called Plotindex in the newest version of DLGEditor right? No. QuestEntry is a field that I need to add to DLGEditor. Journal entries are something I never tinkered with and I'm surprised Darth333 didn't get after me about that during the DLGEdit/DLGEditor beta-testing. (I know, I know, I should've followed this thread more closely. ) Edit: As of v1.0.6, DLGEditor now supports the QuestEntry field. Link to comment Share on other sites More sharing options...
Darth333 Posted November 21, 2004 Share Posted November 21, 2004 Originally posted by tk102 No. QuestEntry is a field that I need to add to DLGEditor. Journal entries are something I never tinkered with and I'm surprised Darth333 didn't get after me about that during the DLGEdit/DLGEditor beta-testing. Me? Err...I can't believe I completely forgot about journal entries at that time! Link to comment Share on other sites More sharing options...
Xavier2 Posted November 21, 2004 Share Posted November 21, 2004 Originally posted by tk102 No. QuestEntry is a field that I need to add to DLGEditor. Journal entries are something I never tinkered with and I'm surprised Darth333 didn't get after me about that during the DLGEdit/DLGEditor beta-testing. (I know, I know, I should've followed this thread more closely. ) Edit: As of v1.0.6, DLGEditor now supports the QuestEntry field. Now that was really fast! I posed a question and not only the answer but a complete solution came up in less than a couple hours. That's gotta be what those marketing guys mean with real time delivering. Thanks tk102. You rock! Link to comment Share on other sites More sharing options...
tk102 Posted November 21, 2004 Share Posted November 21, 2004 Too kind. You should be belittling me instead for leaving such a thing out. Hmm, maybe that's a marketing strategy I could use elsewhere... Link to comment Share on other sites More sharing options...
Xavier2 Posted November 23, 2004 Share Posted November 23, 2004 Originally posted by RedHawke Xavier2, To help with your questions; (Though I could be wrong. ) 1. A: The ID numbers I used followed the general format of the global.jrl, they started with a 10 and progressed by tens, 20, 30, 40, etc. I am of the mind to suspect that you could use any series of numbers like a 1, 2, 3, 4, 5, etc. and it should work the same, the ID numbers are just the numbers used in the dialogues PlotIndex number to put up the .jrl files text to the player journal. I just went with what I could see was doneby Bioware, you can try other numbers but when writing the quests out the 10, 20, etc. made it easier for me to keep track of what would be displayed at what point. Especially when it came to actual .jrl and .dlg editing. 2. A: See the answer for #1. 3. A: I have not played with this XP number, being it is sooooo much easier giving a specific amount of XP with a script attached to the dialogue at the same point, if it gives bonus % XP let us know. Well i am happy to say all you need to do is to place a number in PlotXPPercentage field and it will multiply by the number in XP field in Global.jrl and the average 10. So if you place 10 here and 10 in Global.jrl the ending XP will be 1000. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.