Actually this is untrue. You can change LOCALS variables via the CLUAConsole. You just need to keep your mouse pointer over the .cre in question when entering the CLUA code.Not really! If I make it LOCAL and belonging to Edwin cre you will never find it with CLUA. I did something like this in LR so that you cannot cheat with redeeming Irenicus. Same is quite possible with romance.
Kismet's Content
There have been 112 items by Kismet (Search limited from 17-June 23)
#160097 Compatible Mods
Posted by Kismet on 05 October 2004 - 06:42 PM in Edwin Romance
#136350 Creating NPC
Posted by Kismet on 28 July 2004 - 05:08 AM in IE Help
J#VondoD is actually in the correct place and is the dream script, and not a dialog file. It's for any actions that need to be done upon rest.All join-able NPC's have diffrent dialogues for diffrent occations. "vondo" is the deathvariable of the NPC, "J#Vondo" is the normal dialogue, "J#VondoJ" is the joined-dialogue (i.e. the dialogue that the NPC has when s/he's in the party), "J#VondoD" should be "J#VondoP" (that's more commonly used) and is the post-joined dialogue (the one that'll trigger if you kick him out, etc). Everything with a 25 is the same files for ToB.
No matter how much I examine this, I still can't figure out what it is. What does it do? What files does it reference (because the tutorial never mentioned J#VondoJ, J#VondoD, J#Von25P, J#Von25J, J#Von25D, or J#Vond25)?APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD~
UNLESS ~vondo~
UNLESS ~25POST~
APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD J#Von25P J#Von25J J#Von25D J#Vond25~
UNLESS ~vondo~
IF ~25POST~
The order of the line goes:
Death Variable SOA Parting Dialog SOA Joined Dialog SOA Dream Script TOB Parting Dialog TOB Joined Dialog TOB Dream Script TOB Override Script
#113236 Creating NPC
Posted by Kismet on 29 April 2004 - 02:04 PM in IE Help
I can't recommend that beginning modders do this. It's easy enough to right click on the appropriate line in NI, click "edit as string" and type in the dialog or script name (or use DLTCEP which doesn't require the script or dialog file to be compiled before adding it to the .cre file.)WRITE_ASCII - this is your friend, which will allow you to add all the dialogues and scripts to your cre, w/o having to compile them first! Uhm, I do not have the codes hgandy, but Seifer posted the most common ones in the thread which was called Assign DLG files. I will repost it in a sec.
#188234 Creating NPC
Posted by Kismet on 14 February 2005 - 08:04 AM in IE Help
The WeiDU readme is a good place to start, not to mention the weidu/examples folder. IESDP would be a big help as well.Does anybody know of a detailed explanation on (.d) files or a NPC's (.d) file that could further my understanding.
Also, because of my frustrations with making my first NPC, I made a NPC Tutorial, which I hope is easier to understand and I wondered if I could get any feedback (whether I made a mistake or not, etc.) on it. It's located here.
Were you using Ghrey's original tutorial or his updated one here? I don't see how your tutorial explains more than Ghrey's does.
#144304 Want to make NPC Mod! (Last Ditch Effort)
Posted by Kismet on 21 August 2004 - 06:05 PM in IE Help
#144518 Want to make NPC Mod! (Last Ditch Effort)
Posted by Kismet on 22 August 2004 - 03:57 PM in IE Help
BEGIN octobr
IF ~~ THEN BEGIN blah
...
END
IF ~~ THEN BEGIN blah2
...
END
CHAIN blah3
....
EXIT
IF ~~ THEN BEGIN blah4
...
END
#150741 Want to make NPC Mod! (Last Ditch Effort)
Posted by Kismet on 08 September 2004 - 04:24 PM in IE Help
Careful with your variables. You're checking for MinscOctobTalk and you're setting AerieOctobTalk. They'll need to match up if you don't want a looping problem.CHAIN
IF ~InParty("Minsc")
See("Minsc")
!StateCheck("Minsc",STATE_SLEEPING)
GLOBAL(MinscOctobTalk","LOCALS",0)~ THEN BOCTOB BooLove
~Minsc, how did you and boo first meet?~
DO ~SetGlobal("AerieOctobTalk","LOCALS",1)~
Followed by Banter #2 for the big bald barbarian, written out as:
CHAIN
IF ~InParty("Minsc")
See("Minsc")
!StateCheck("Minsc",STATE_SLEEPING)
GLOBAL(MinscOctobTalk","LOCALS",1)~ THEN BOCTOB PocketBoo
~Minsc, how did you and boo first meet?~
DO ~SetGlobal("AerieOctobTalk","LOCALS",2)~
#146698 Want to make NPC Mod! (Last Ditch Effort)
Posted by Kismet on 28 August 2004 - 07:17 AM in IE Help
The tutorials in the WeiDU readme are really informative. Especially note the multisay one: http://www.weidu.org...eiDU.html#htoc8 (You can also find this readme in your own weidu directory.)THAT is the kind of feedback that is GOOD to get. Linking together long dialog with the string "==" for instance. GREAT IDEA. Wonderful and a lot better than what I had.
Only thing was, until you TOLD me about it, I had no clue you could DO it. None of the tutos I've read mentioned it.
That goes back to my concern I am missing out on the "between the cracks" info of modding. SOME things are SO basic (to those who know what they are doing) that they are ommited when put in tutos...therefor people like ME remain clueless.
I will go back and edit and change for the better. Thus far I have been tearing my hair out trying to figure out the programming end of things...and the rest has suffered maybe.
#152422 Want to make NPC Mod! (Last Ditch Effort)
Posted by Kismet on 14 September 2004 - 04:18 PM in IE Help
You wouldn't use EXTERN here. It would be something like DO ~FadeToColor([30.0],0) Wait(1) FadeFromColor([30.0],0)~EXTERN FadeFromColor(P:Point*,I:Blue*)
EXTERN FadeToColor(P:Point*,I:Blue*)
.
.
.
EXTERN FadeFromColor(P:Point*,I:Blue*)
EXTERN FadeToColor(P:Point*,I:Blue*)
#102637 Modding for Beginners
Posted by Kismet on 08 March 2004 - 03:40 PM in IE Help
His script:
//Cailean complains about the Docks
IF
InParty(Myself)
AreaCheck("AR0300")
Global("FWCaileanQuestCompleted","GLOBAL",0)
Global("FWCaileanDocksWarning","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("FWCaileanDocksWarning","GLOBAL",1)
StartDialogNoSet(Player1)
END
His xxJ.dlg file:
//Cailean comments on entering the docks.
IF ~AreaCheck("AR0300") Global("FWCaileanQuestCompleted","GLOBAL",0) Global("FWCaileanDocksWarning","GLOBAL",1)~ THEN BEGIN CaileanDocksWarning
SAY ~Docks! Thieves! Blah!~ // he doesn't really say this
IF ~~ THEN DO ~SetGlobal("FWCaileanDocksWarning","GLOBAL",2)~ EXIT
END
#103458 Modding for Beginners
Posted by Kismet on 10 March 2004 - 02:54 PM in IE Help
SAY ~Something~
= ~I'm still saying something~
= ~This is a really long something that I'm saying.~
IF ~~ THEN REPLY ~Done yet?~
etc.
Which, by the way, is covered in the weidu readme. http://www.weidu.org...eiDU.html#htoc8
#110348 Modding for Beginners
Posted by Kismet on 16 April 2004 - 09:55 AM in IE Help
Since your NPC starts the Anomen banter you could put in !Global("TsujathaLoveTalk","LOCALS",15), etc. for additional triggers to the Anomen banter.The Anomen banter that DID fire begins this way:
CHAIN
IF ~InParty("Anomen")
See("Anomen")
!StateCheck("Anomen",STATE_SLEEPING)
Global("AnomenTsujathaTalk","GLOBAL",0)~ THEN BTSUJAT TSJ_AnomenDad
~You speak of your father as an evil man.~
DO ~SetGlobal("AnomenTsujathaTalk","GLOBAL",1)~
It worked for the first two of the dream script LTs. I must have just caught them somehow. But this one, the third, was preempted by the Anomen dialogue because I did not sleep in time. Is there something I can do?
#110343 Modding for Beginners
Posted by Kismet on 16 April 2004 - 09:45 AM in IE Help
What you've coded looks fine. Open up NI and check the compiled script from your override directory to make sure you have the correct version.IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
Wait(1)
ActionOverride("Korgan",DestroySelf())
Wait(1)
EndCutSceneMode()
END
Also, I have to cast my vote against one hit killing party joinable NPCs via an NPC/NPC banter. At least let them duke it out like Keldorn/Anomen.
#107644 Modding for Beginners
Posted by Kismet on 02 April 2004 - 05:06 PM in IE Help
AddJournalEntry(~text~,QUEST) - for in process quest journalUmm--how can I update the map and the journal? I would really like for Tsujatha's quest to have a journal entry,
What do I do? And once I put the entry in the journal, how do I get rid of it?
AddJournalEntry(~text~,QUEST_DONE) - for completed quest journal
EraseJournalEntry(~text~) - for removing from in process quest journal
Journal entries can be added/erased in the script or dialog file. If you add them in in the dialog file then I believe you'll need to use a .tra file (i.e. AddJournalEntry(@0,QUEST) and the .tra file would be @0 = ~text~) for this to work.
#163103 Romance Specific coding questions
Posted by Kismet on 16 October 2004 - 05:36 AM in IE Help
This has nothing to do with your problem, but when you reset the timer why are you making these checks:
!AreaType(DUNGEON)
See(Player1)
CombatCounter(0)
!See([ENEMY])
!Range([NEUTRAL],10)
Shouldn't the timer be reset regardless?
#93803 Romance Specific coding questions
Posted by Kismet on 20 February 2004 - 03:13 PM in IE Help
Global variables can be any unique string up to, I believe, 32 characters. It is good practice, however, to have the variable reflect what you're tracking so that anybody looking at your code (yourself included) will have some idea of what you're trying to do.Ahh, more annotation would help.
I assme that in:
SetGlobal("CheckGabberMatch","GLOBAL",1)
SetGlobal("GabberMatch","GLOBAL",1)
That "Gabber" is the name of the NPC?
#93039 Romance Specific coding questions
Posted by Kismet on 16 February 2004 - 05:16 AM in IE Help
*Kismet points back to her example on page 1.And now for another question! How do I code a flirt pack-type thing? I do not know how to code up the force-talk part. I assume that the rest is just like a banter with random responses, but how do I get the flirt-pack force-talk part to happen?
Also, umm, where do I PUT the flirt-pack? Does it go in the B file? the J? Some other mysterious file?
Thanks!
Sillara
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