Jump to content

Home

K1 Dialog Problem


Ghost

Recommended Posts

This is frusterating. For those who don't know, I'm doing a PC voicing project. Okay, heres how it goes. I put in some new dialog and stuff in the Endar Spire. I save and load after I get my gear on, and the whole scene repeats again, and there are two trasks. Is this a known problem? Because I was messing around with the GIT file, and it does this.

Link to comment
Share on other sites

The game naturally does this because there is an onSpawn script in the .are file that says what the PC enters the first Endar Spire module make the PC sleep on the bed, shack his/her head around, wake up, look around, watch trask walk in, and talk to him.

 

Because the makers really didn't expect the PC to be traveling back and forth between the Endar Spire, it made so that every time the Endar Spire is loaded go through the cut scene.

Link to comment
Share on other sites

The game naturally does this because there is an onSpawn script in the .are file that says what the PC enters the first Endar Spire module make the PC sleep on the bed, shack his/her head around, wake up, look around, watch trask walk in, and talk to him.

 

Because the makers really didn't expect the PC to be traveling back and forth between the Endar Spire, it made so that every time the Endar Spire is loaded go through the cut scene.

Yep, that's right. There's a k_pend_area01.ncs script in the OnEnter field of the m01aa.are of the Endar Spire. That should be deleted or if something odd happens, edited ... :raise:

 

Also, there's a k_pend_area02.ncs in the OnUserDefined field which I couldn't decompile, I'm not sure what that OnUserDefined field does.

 

Finally, there's a k_pend_activate script in the module.ifo file that sets a lot of variables already set when you passed the Endar Spire. That should be deleted too.

 

bye :thmbup1:

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...