Allronix Posted November 9, 2004 Share Posted November 9, 2004 There are 11 "side conversations" in the game normally. 2 between Carth and Mission (Taris Only) 2 between Bastila and Carth 2 between Mission and Zaalbar 1 between Canderous and Bastila 1 between Bastila and Mission 1 between Carth and Canderous 1 between Jolee and Carth 1 between Jolee and Bastila From what I could discern, these trigger when a party consisting of the above NPCs hit a certain point on the map. Now, the questions I have: 1) Can the number of "trigger spots" be increased? 2) Is there a way to modify the game to include some new NPC conversations (say, a conversation between Juhani and Canderous)? No sound or voice, obviously, but a nice little subtitled sniping match. 3) A way to insert character reactions to certain game events. Again, no sound, but I always thought Mission should shout an objection at the Kashyyyk Star Map when it disparages her Wookiee buddy. Link to comment Share on other sites More sharing options...
Xavier2 Posted November 9, 2004 Share Posted November 9, 2004 Originally posted by Allronix 3) A way to insert character reactions to certain game events. Again, no sound, but I always thought Mission should shout an objection at the Kashyyyk Star Map when it disparages her Wookiee buddy. Well i am not an expert. But i think it is pretty doable. All you will have to do is find that specific dialog using Kotor Tool and: 1. Edit it using either KT conversation editor or DLGEditor; 2. Add a line of dialog at that specif point of conversation and place Mission utc TAG at the speaker field for that line. Hope it is usefull Xavier2 Link to comment Share on other sites More sharing options...
Xavier2 Posted November 9, 2004 Share Posted November 9, 2004 Originally posted by Allronix 3) A way to insert character reactions to certain game events. Again, no sound, but I always thought Mission should shout an objection at the Kashyyyk Star Map when it disparages her Wookiee buddy. I also discovered that the script that detects the presence of party members is something like this: k_con_juhaninpm. Does anybody knows what are the default scripts for the other party members? Link to comment Share on other sites More sharing options...
tk102 Posted November 9, 2004 Share Posted November 9, 2004 Here is some information regarding party banter: Banter is triggered via Trigger objects (.utt files, there are 11 in-game). These triggers fire the k_bant_trig script, the source of which is provided within scripts.bif. The main function within k_bant_trig.nss is the line ActionStartConversation(GetFirstPC(),"Banter"); within each IF statement. This command initiates the dialog 'banter.dlg' which can be found in templates.bif. All banter is within this dialog. The k_bant_trig script checks global variables, which characters are present and the distances between characters before launching the .dlg. The .dlg's StartingList uses scripts to determine which branch of the dialog to launch. Once banter is completed, the appropriate Global variable is toggled to indicate that it has been completed. By manipulating the .dlg file, you can change the banter spoken. Making the banter fire when it normally does not will is more complicated -- requiring the addition of new .utt files which need to be placed in-game by editing the .git file or by invoking CreateObject function in a script elsewhere. Or you can invoke the dialog directly from a script using the ActionStartConversation function. Hope this helps. Link to comment Share on other sites More sharing options...
Xavier2 Posted November 9, 2004 Share Posted November 9, 2004 Good to know about party banter TK102, but i think at least that #3 request can be done another simpler way. All he needs is to add a new branch of dialog for mission and place at the first line of this branch the k_con_partymembernpm in the "script that determines availability" field and add partymember in the "speaker" field. I discovered this in Xor dialog. It only starts if Juhani is in the party, so there is an entry k_con_juhaninpm in "script that determines availability" field. However i am wondering what is the script for Jolee. k_con_bindonpm? k_con_joleenpm? and Canderous? What about the others? Link to comment Share on other sites More sharing options...
Darkkender Posted November 9, 2004 Share Posted November 9, 2004 I discovered this in Xor dialog. It only starts if Juhani is in the party, so there is an entry k_con_juhaninpm in "script that determines availability" field. However i am wondering what is the script for Jolee. k_con_bindonpm? k_con_joleenpm? and Canderous? What about the others? All of the partymembers have a k_con_partymemberpm and k_con_partymembernpm file. All you need to do is refer to the script sources bif in kotor tool it has them all listed there. They are used primarily in recruiting and leaving the party functions as well as for the banter dialogues. Darth333 uses a modified version of these in her spawning armband to determine wether you can remove or add one of the original partymembers to the party. They are used as dialogue conditionals in the menus. Link to comment Share on other sites More sharing options...
tk102 Posted November 10, 2004 Share Posted November 10, 2004 That is correct. Those scripts are used by other dialogs. The banter.dlg, as you can see from within a dialog editor, uses k_hbanter# scripts as conditionals. Link to comment Share on other sites More sharing options...
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