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Hello all,

I was wondering how I can make custom dialog's appear in KotOR. I have used both KotOR Tool and DLGEditor to try and get them into KotOR, but I have no luck. I know how to put custom NPC's and weapons into the game, but I can't seem to create custom dialogs. All help is appreciated

-CoolProgram

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hey, instead of posting a different thread and wasting space, i thought I would post two questions here.

 

Q1: How do I add custom .WAV files to the sound/and or have sound files play durring dialog? - FOUND SOLUTION

 

Q2: How can I make people "warp" to other areas when they go through a door or something without them having to type "warp blank"? -Solved (Scroll down for Q3 & Q4:)

Thnks in advance,

-CoolProgram

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Hey thanks! Wow you would think all my questions would be done, but guess what? They're not! lol (I never fail to ask ;) )

Q3: How do I make a character (Non-NPC) Follow a path (Has to do with waypoints I assume)

 

Q4: How do I make the NPC automatically talk to a character after he walks by?

 

Thanks for any help, and for those who have helped me tremendously already!

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So, you want to enter a module, and when the PC passes in front of a person, he runs to the PC, and starts a conversation with him. Too easy!;)

 

You have to put a script that starts a dialogue in your NPC's OnNotice field.

 

For that you should:

 

1. Open up KT, Text Editor, (or notepad) and paste the following script:

 

void main() {
object oPC = GetFirstPC();
object oNPC = GetObjectByTag([color=#1CBBFF]"Your_NPCs_Tag_Here"[/color], 1);

AssignCommand(oPC, ClearAllActions());
AssignCommand(oNPC, ActionMoveToObject(oPC, TRUE));
AssignCommand(oNPC, ActionStartConversation(oPC, [color=#1CBBFF]"Your_dialogues_name_here"[/color]));
}

 

2. Compile it with a name let's say "dialogue" without the quotes, and place it in your module file.

 

3. Open up Kotor Tool again (hope you didn't close it;)), and go to File>Open GFF File> and select your NPC file. In the Scripts tab, in the OnNotice field put the name of your script ("dialogue" in this case), without the quotes and without the .nss extension. Save the .utc.

 

4. Pack everything in a .mod file, start the game, pass in front of the NPC, and hopefully, he will start the specified conversation with you!;)

 

|I|

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1. What you mean by non-NPC characters?

 

2. You have to compile the script, yeah!;) Sorry for that here is the tested one:

 

void main() {
object oPC = GetFirstPC();
object oNPC = GetObjectByTag("Your_NPCs_Tag_Here", 1);

AssignCommand(oPC, ClearAllActions());
AssignCommand(oNPC, ActionMoveToObject(oPC, TRUE));
AssignCommand(oNPC, ActionStartConversation(oPC, "Your_dialogues_name_here"));
}

 

3. OnNotice, then!

 

|I|

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