REDJOHNNYMIKE Posted April 24, 2006 Share Posted April 24, 2006 I've been trying to add NPCs to my ship, the problem is when I select them either they turn and look at me without initiating a dialog or they crash the game! As far as I can tell I've got the correct entries in the "creatures" section of the .git, the correct .utc's (with matching tags and refs), .dlg's matching .utc's, and I'm pretty sure that's it. Any ideas as to what I might've missed or done wrong??? Link to comment Share on other sites More sharing options...
tk102 Posted April 24, 2006 Share Posted April 24, 2006 The .dlg doesn't have to match the .utc by name. The .utc Conversation field must reference the .dlg by name (minus .dlg extension of course). Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted April 25, 2006 Author Share Posted April 25, 2006 I know. I meant that I'm pretty sure I have every thing matched that needs to be matched, I'm just not sure what I could be missing. The computer dialogues for the transit system work just fine, it's only the NPCs that have issues, so I figure there must be some file or entry that I forgot about, but I can't figure out what it would be??? Link to comment Share on other sites More sharing options...
stoffe Posted April 25, 2006 Share Posted April 25, 2006 The computer dialogues for the transit system work just fine, it's only the NPCs that have issues, so I figure there must be some file or entry that I forgot about, but I can't figure out what it would be??? Make sure you've assigned your NPCs valid AI scripts. If the creature has no OnDialog event script assigned it won't initiate conversation roperly. Also make sure the name of the dialog file is at most 16 characters long, only contains alphanumerical characters and no spaces. Link to comment Share on other sites More sharing options...
Billthemailman Posted April 25, 2006 Share Posted April 25, 2006 Make sure you pack the dialog in the mod too, you may have overlooked it, I've done that a few times. Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted April 27, 2006 Author Share Posted April 27, 2006 I think the scripts might be where the trouble is, the problem is that I don't know which script to use, I've checked .utc files and found different scripts for each (some use k_hen and k_def dialogue01, others have specific scripts for that character [party characters mainly]) and have tried all of them, but characters that don't have .utc's based on party members still wont activate dialogs. I have been able to use pre-existing .utc's of party members and spawn them, and activate their dialog, but when I try to apply the important parts of the working .utc with the non-working .utc with the gff editor it still doesn't work. I guess I could just use the party .utc's, but I don't know what party related information might affect their use as npc's. Which scripts are used in which situations? Link to comment Share on other sites More sharing options...
LiquidZoo Posted April 27, 2006 Share Posted April 27, 2006 Strange. I just looked at the Scripts tab for a couple of spawned NPC's that I created for a MOD I've been working on for a while. I've tested both NPC's several times, and their dialog fires off correctly each time, but they don't have anything listed on that scripts tab in KT's gff editor (where I created them). They're for K1, not sure if that makes a difference. Could it be a spelling mistake, or possibly that you're including the .dlg at the end of the dialog in the conversation box? Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted April 27, 2006 Author Share Posted April 27, 2006 It's TSL (the eternally slow FNCS to be precise) I've had it working before, I just forgot how to do everything:xp: The dialog's fine now, as far as I can tell, I think I'm getting wierd results from .utc info or using the wrong scripts. Link to comment Share on other sites More sharing options...
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