Seamhainn Posted August 29, 2007 Share Posted August 29, 2007 Hello! I know I am clustering the forums a bit lately. But as noone complained just yet... :-) 1. I got the Komad/Get the second Krayt pearl mod. In the dialogue file for Komad the original lines are in German (as the modder seems to be German as I am, or has just the German version of the game). The added lines are in English though. In the original lines the field StrRef has an entry. The added lines have the value -1. Does that mean, every line is displayed in the proper language as long as the StrRef field has an entry no matter how it is written in the dialogue file? 2. If the above is the case and I fire a script which wasn't there originally with an original line (field StrRef not -1), will the line still be displayed in the proper language? 3. I want to talk to a npc, the npc does something (walk to another place inside the Ebon Hawk), and if the pc shows up at that place, the conversation shall continue. If the pc doesn't go to that place the conversation shall start at its beginning (if the party left the Ebon Hawk for example) and at the usual place. Is that doable? Thanks and take care Link to comment Share on other sites More sharing options...
tk102 Posted August 29, 2007 Share Posted August 29, 2007 1. Yes. That is the beauty of having a separate dialog.tlk file. The lines where StrRef = -1 must be coerced for different languages however. 2. Yes. 3. Yes. What I would do is write a conditional script that checks the distance of the Speaker from the 2nd location and return TRUE if it's less than a couple meters. That way you could simply branch the original dialog without having to create two separate ones. Then when you leave and re-enter the Ebon Hawk, the Speaker will end up being respawned in the original location and the original dialog will occur again (your conditional script will return FALSE). Link to comment Share on other sites More sharing options...
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