JimmyContrudy Posted August 4, 2005 Share Posted August 4, 2005 At the bottom of the tutorial, it says that if you want the NPC to spawn somewhere, then you have to attach that script to a mandatory conversation. However, the dialog editor won't allow me to open up dialogue that is already in the game. Is it a mistake in the tutorial, or am I following the instructions wrong? Link to comment Share on other sites More sharing options...
tk102 Posted August 4, 2005 Share Posted August 4, 2005 How are you attempting to open the dialog? Have you extracted the .dlg file with KotOR Tool first? If this is a TSL dialog you'll need to use DLGEditor at http://www.starwarsknights.com/tools.php There shouldn't be any problem editing an existing dialog in that manner. Link to comment Share on other sites More sharing options...
JimmyContrudy Posted August 4, 2005 Author Share Posted August 4, 2005 Ah, I didn't extract the file with KotOR tool. This is a KotOR file, and I'm already using DLGEditor. Thanks for the help. Link to comment Share on other sites More sharing options...
JimmyContrudy Posted August 4, 2005 Author Share Posted August 4, 2005 I am now having troubles extracting the dialogue. The only pieces of dialogue I can find in KotOR Tool is in Templates.bif, and there aren't very many of them. Can you help me in location the rest please? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted August 4, 2005 Share Posted August 4, 2005 I am now having troubles extracting the dialogue. The only pieces of dialogue I can find in KotOR Tool is in Templates.bif, and there aren't very many of them. Can you help me in location the rest please? Which module (area) are you wanting to insert your NPC / dialogue for recruitment? Such as, where do you first meet him/her... I believe the individual dialogues per area are now broken down alongside the .rim files? (Can't remember the proper name, at work as usual )... Link to comment Share on other sites More sharing options...
tk102 Posted August 4, 2005 Share Posted August 4, 2005 Yes they are in the *_s.rim files for KotOR. Link to comment Share on other sites More sharing options...
JimmyContrudy Posted August 4, 2005 Author Share Posted August 4, 2005 Yeah, they're in the rim folder, but I can't find the one I'm looking for! I'm looking for the first time you speak to Gadon, but I've looked through every dialogue in Taris multiple times and can't find it. Link to comment Share on other sites More sharing options...
tk102 Posted August 4, 2005 Share Posted August 4, 2005 Yeah, they're in the rim folder, but I can't find the one I'm looking for! I'm looking for the first time you speak to Gadon, but I've looked through every dialogue in Taris multiple times and can't find it. I believe the dialog you're looking for is "tar11_gadon112.dlg" in tar_m11a_s.rim. I found this using FindRefs GUI (also available at the link I provided above). Link to comment Share on other sites More sharing options...
JimmyContrudy Posted August 4, 2005 Author Share Posted August 4, 2005 Yes, I found the dialogue. Thanks very much for the help. Link to comment Share on other sites More sharing options...
JimmyContrudy Posted August 4, 2005 Author Share Posted August 4, 2005 I have two more questions, and then my mod will be complete and I shouldn't have anymore. Q1: I changed all of the stuff in Gffeditor that I was told to, but my NPC still won't follow me. Why is this? Q2: When I try and talk to my NPC, it won't work, even though I've created a dialogue, edited it into the GFF, and put it into the Override folder. Why is this? Is it because my "Speaker" isn't correct? If so, does anyone know the correct speaker tag for Darth Revan? Link to comment Share on other sites More sharing options...
tk102 Posted August 4, 2005 Share Posted August 4, 2005 The NPC won't follow you until you've successfully recruited him/her. If the dialog is not working, check the Conversation field in your .utc file. It should be the exact name of the .dlg file but without the .dlg extension. Both should be in override. The Speaker tag should be blank in the .dlg (allowing it to default to whichever .utc invokes the .dlg). Link to comment Share on other sites More sharing options...
Darth333 Posted August 4, 2005 Share Posted August 4, 2005 as for your npc not following you, double check the FactionID in the .utc file 2 is for party members. Link to comment Share on other sites More sharing options...
JimmyContrudy Posted August 5, 2005 Author Share Posted August 5, 2005 I did what you said for the dialogue, but that still won't work. As for him not following me, he was recruited (shown on the party selection screen, could manually control him, equip/unequip items etc.), and had a FactionID of 2. I can't see anything that would prevent this from working. Link to comment Share on other sites More sharing options...
RedHawke Posted August 5, 2005 Share Posted August 5, 2005 Does your NPC .utc file have all the appropriate NPC script calls? Link to comment Share on other sites More sharing options...
JimmyContrudy Posted August 5, 2005 Author Share Posted August 5, 2005 Yup. I've gone through the tutorial and have made sure that I've done EVERYTHING that I was told to. EDIT: Nevermind, it was my mistake. Turned out that I had to go back to the scenario where he was recruited. When I just loaded a save where he was already in my party, it obviously didn't see the changes that I had made. Everything is working fine now, apart from the fact that I got the entries and replies in my dialogue mixed up. >_< Thanks for the help to everyone though. Link to comment Share on other sites More sharing options...
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