Keiko Posted March 14, 2005 Share Posted March 14, 2005 I was wondering what dialog is there one where you meet Kreia for the first time, and she talks to you by the Kolto Tank room? Can someone please tell me? And I was also wondering, how would you make a recruitable NPC walk into the room why Kreia and I were talking? Thanks for eveyones Help! Link to comment Share on other sites More sharing options...
tk102 Posted March 14, 2005 Share Posted March 14, 2005 Do you remember any of the text that she says? Because you can use FindRefs to find that .dlg pretty fast that way. Link to comment Share on other sites More sharing options...
Keiko Posted March 14, 2005 Author Share Posted March 14, 2005 Hmmm, I remember she says something like: "You may want to extend your search for some cloths". Thats about it. Link to comment Share on other sites More sharing options...
Shimaon Posted March 14, 2005 Share Posted March 14, 2005 Just search for "Find what you are looking for amongst the dead?". Link to comment Share on other sites More sharing options...
tk102 Posted March 14, 2005 Share Posted March 14, 2005 Inside of 101PER_dlg.erf there is a file called 101kreia.dlg. "You may wish to extend your search for some clothes... if only for proper first impressions." Entry #16 Text Link to comment Share on other sites More sharing options...
Keiko Posted March 14, 2005 Author Share Posted March 14, 2005 Alright, thanks Tk, and Shimaon! Link to comment Share on other sites More sharing options...
Keiko Posted March 14, 2005 Author Share Posted March 14, 2005 Now, when I go to fire my script, it never gets there, Kreia just says Tell me, what is the last thing you remember? Then she stops talking, I try to talk to her, and she says This old woman looks dead, but there is no sign of what killed her. :confused: Link to comment Share on other sites More sharing options...
Darth333 Posted March 14, 2005 Share Posted March 14, 2005 With what did you edited the .dlg file? Don't use kotor tool: the .dlg editor in kotor tool does not support kotor 2 yet and when you save your .dlg, you will loose a lot of valuable information, inclding the parameters. Use tk102's dlgeditor: http://www.starwarsknights.com/tools.php Link to comment Share on other sites More sharing options...
Keiko Posted March 14, 2005 Author Share Posted March 14, 2005 Okay, Thanks! Link to comment Share on other sites More sharing options...
Keiko Posted March 14, 2005 Author Share Posted March 14, 2005 Now, I cant find where the scrip fires. Im having trouble. Haha:D Is it VO_Res_Ref? Link to comment Share on other sites More sharing options...
Darth333 Posted March 14, 2005 Share Posted March 14, 2005 Originally posted by DarthSmallz Now, I cant find where the scrip fires. Im having trouble. Haha:D Is it VO_Res_Ref? No, there are 4 fields for your scripts: conditional#1 conditional#2 Those 2 are for scripts that will determine the availability of dialogue branches, which branch will fire when you speak to the npc. then you have something like script#1 Script#2 This is where you can attach the scripts you want to fire from the dialogue (actions, spawning stuf and npcs, setting globals and local varialbes, etc etc etc.) VO_ResRef is for the voice over. Tkae the time to read tk102's tutorial: http://www.lucasforums.com/showthread.php?s=&threadid=143356 Link to comment Share on other sites More sharing options...
Xcom Posted March 14, 2005 Share Posted March 14, 2005 If you're using tk's DLGEditor, I suggest you enable displaying of scripts in the menu (both of them). This way you can quickly see what scripts are being used for every node. It will show something like this: ROOT ..... <con1><con2> actual text <action1><action2> Link to comment Share on other sites More sharing options...
Keiko Posted March 14, 2005 Author Share Posted March 14, 2005 Hmmm, I edited with Tk's Editor, but it still does the same thing, it dosent say all of the sentence. Link to comment Share on other sites More sharing options...
Xcom Posted March 14, 2005 Share Posted March 14, 2005 Make sure you don't use the same file which you had already opened and edited with KT's conversation editor. Just extract the dlg file again (without opening it) and try one more time with tk's editor. If that doesn't help, well.. we'll look for other possible issues. Link to comment Share on other sites More sharing options...
Keiko Posted March 15, 2005 Author Share Posted March 15, 2005 Okay, Xcom, I did what you said, and it worked, but now I was wondering if anyone could tell me how to have my NPC walk in and inturupt my conversation. Does anyone know how? Link to comment Share on other sites More sharing options...
tk102 Posted March 15, 2005 Share Posted March 15, 2005 On a Reply branch attach a script like this: void main(){ // pause the conversation ActionPauseConversation(); // change npc_tag to whatever your tag really is object oNPC=GetObjectByTag("npc_tag"); // this gets your locatoin location lMe=GetLocation(GetFirstPC()); // this makes the NPC commandable ActionDoCommand( SetCommandable(TRUE,oNPC)); // this makes the NPC walk to you. If you want him to run, use TRUE instead of FALSE AssignCommand ( oNPC,ActionForceMoveToLocation(lMe,FALSE)); // you may have to change the 2.0 second delay to some other value to make it 'flow' correctly DelayCommand(2.0, ActionResumeConversation()); } Then on the next Entry branch, put the NPC's tag in the Speaker field. Link to comment Share on other sites More sharing options...
Keiko Posted March 15, 2005 Author Share Posted March 15, 2005 Oh man, im not good at scripting, can you show me how to do it with all the script cvalues fiiled in? Or do you info, like my NPC name? If you do it is LordSmallz, Thanks Tk! Link to comment Share on other sites More sharing options...
tk102 Posted March 15, 2005 Share Posted March 15, 2005 Open up your LordSmallz.utc file in GFFEditor. Check the Tag field and write it down exactly. Then replace the part that says "npc_tag" with whatever you find. Use the quotation marks too. The only other thing you can try changing around is the 2.0 value at the end. That is the number of seconds to wait before resuming the conversation (depending on how far the NPC has to walk to get to you). Of course, if you don't want the NPC to do any walking at all, you don't need the script above. He would just yell across the room then. The only thing you'd have to do is put the Tag of the interrupting NPC into the Speaker field of the Entry branch. Link to comment Share on other sites More sharing options...
Keiko Posted March 16, 2005 Author Share Posted March 16, 2005 Ah, man I LOVE you Tk, thanks so much! Link to comment Share on other sites More sharing options...
Keiko Posted March 16, 2005 Author Share Posted March 16, 2005 And Tk, do you mean the one who I am going to replace? Link to comment Share on other sites More sharing options...
tk102 Posted March 16, 2005 Share Posted March 16, 2005 "the one who I am going to replace") = Play around with it some. It's fun to experiment. If it gets screwed up, just start over. Link to comment Share on other sites More sharing options...
Keiko Posted March 16, 2005 Author Share Posted March 16, 2005 Tk, when I try to hook my script, to fire, with you DLG Editor, when I save it, and go to open it up, it's not there anymore, any help? Link to comment Share on other sites More sharing options...
tk102 Posted March 16, 2005 Share Posted March 16, 2005 Click on another branch first before you close DLGEditor. (This will apply changes.) Link to comment Share on other sites More sharing options...
Keiko Posted March 16, 2005 Author Share Posted March 16, 2005 I did that TK, but it still didnt work. Link to comment Share on other sites More sharing options...
Keiko Posted March 16, 2005 Author Share Posted March 16, 2005 Alright Tk, it did work, but I was wondering, how do I get my NPC to spawn? And how would I need to edit Kreia dlg file for him to walk right in? Thank You Tk! (Or anyone else!) Link to comment Share on other sites More sharing options...
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