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About the romance mods


Nancy Allen``

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The dialogs are determined by scripts that return 1 (TRUE) if certain globals are set and 0 (FALSE) otherwise. For instance, if I wanted to have a dialog option be available when the PC talks to someone else, I could set a global boolean to TRUE when the PC does so, then use a script similar to this:

int StartingConditional() {
   if(HAS_SPOKEN_TO) {
       return TRUE;          // TRUE is a constant integer variable, 'return 1' would be it's equivilent.
   }
 return FALSE;              // FALSE is the same thing, only with 'return 0'
}

...to make the node available when the script returns 1 (TRUE).

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There is a cut ending for female players that's been restored, I believe it's on http://pcgamemods.com . The only thing in the dialog that needs to be changed is a field in the dialog file that specifies the script that determines node availability. But if you're interested in finding any cut content, a good idea would be to look in a character or module's dialog files, or look through dialog.tlk .

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Kotor Tool is really helpful if you're trying to understand the relationship between dialogs and scripts. What I did when tweaking the Juhani romance was to look at the romance-specific dialog, and look in the script field to see what script is needed to make the dialog available. I then looked at the script itself (the source version) to get an idea of what exactly it did.

 

I suspect if you wanted to make a canderous romance mod, you'd need to create a global variable called "CAND_ROM" or somesuch, with "0" being the off position and "1" being the on position. You'd need there to be a dialog option at some point, where the player's responses set the variable to one position or the other.

 

From there I'd *add* to existing dialogs, as opposed to creating new ones. If the game already allows you to open a conversation with good friend Ordo, why bother trying to create a new conversation? (If you decide to do so, be sure and tell me how you did it) Just mold your romance dialogs around the existing dialogs, adding new conversation options where applicable.

 

Your new dialog options would rely on scripts which would reference the CAND_ROM variable. If it's set to "1" the dialog is available. If it's set to "0" it isn't.

 

At least, that's how I understand the process. Veteran modders, feel free to correct me.

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It's not so much that I'm looking to create such a mod, if I was skilled enough to do so I'd probably add to the Juhani romance. I ask because such a mod would likely take quite a bit of work, you would have to change the dialogue, the parameters, add speech or play around with the existing voice samples in order for your chosen characters to say what you want, if possible. That's a bit of a tall order as far as I'm concerned, and it's a credit to those who create such mods that they put in the time and effort to do so.

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