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#21 cmorgan

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Posted 17 August 2006 - 05:17 AM

holy cow, dude... there are are literally thousands of entries in BG1NPC, and you are doing this manually? Be careful of the mass replace option... I have had interesting scrambles :).

These folks know BGT cold, so can help you with the next part. Unlike direct modification of the D file before installation, the problem you are having with Reilev.dlg is BG2 content, and is probably either expanded on by BGT or another BGT-compatable mod. A check of my clean BG2-TOB install shows no such "piling" of conditions; this looks like an interjection is doing its job and transferring the states forward. Or I could be wrong, and my install could be messed up itself. Either way, there are two paths to follow:

A. It might be the Banter Pack. If it is, then doing exactly what you are doing for BG1NPC in reverse (i.e. Global("endofBG1","GLOBAL",2) ) on all BGT Banter Pack dialogue will accomplish what you want, I think.
B. It might be the original code for Reilev.dlg. In that case, you simply add to the top of one of the core BG1NPC-for-BGT *.D files a patch for this using the ADD_STATE_TRIGGER.

example clipped:
/* Adding Globals to Coran's Wyvern Misadventure: */
ADD_STATE_TRIGGER _CORANJ 6 ~Global("X#CoranWyvernWarning1","LOCALS",1)~
Weidu then does the find-add-etc. on the fly. That's why SimDingo0 was sayig

(The "correct" way of doing this is ADD_STATE_TRIGGER with every state specified--optionally it's possible to construct a D which incorporates every state number in a DLG on the fly--but the above should be safe.)

Questions I would ask these guys, if I were the one researching:
1. The first condition on this Reilev.dlg state is false. I think that means that this dialogue is always skipped, in favor of another (replacement) one. Does this mean that I am looking at fixing the wrong state, and should I look for another similar or identically worded one?
2. Can someone with a clean full BGT install please check to see if this stse shows up this way before the Banter Packs are installed, before I spend hours learning to patch states via tp2?

and strictly on a side note: if you have put in all this work and are having a reasonably good time, then you could probably convince Sir Billy Bob he needs an apprentice to do some conversion work for the next BG1NPC version... it worked for me on the original side of things :).

#22 Chevalier

Chevalier

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Posted 24 August 2006 - 11:01 PM

I am back to working on this.

cmorgan or anyone who knows about this stuff,

I think you are talking about editing a WeiDU .tp2 file??

Something like this??

ADD_STATE_TRIGGER _imoen !Global("endofbg1","GLOBAL",2)

Add this to Setup-BG1NPC.tp2? Someone needs to almost write this for me and tell me where to put it. something like 'ADD_STATE_TRIGGER XXXX !Global("endofbg1","GLOBAL",2)' and what to put in the X's

if you have put in all this work and are having a reasonably good time

God NO! I would be much happier just to be playing the great mods or thinking up cool mods. This codeing sucks. :P I am just willing to give something back and do some cutting and pasteing.

I Ride for the King!


a.k.a. Chev


#23 Chevalier

Chevalier

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Posted 24 August 2006 - 11:02 PM

I am back to working on this.

cmorgan or anyone who knows about this stuff,

I think you are talking about editing a WeiDU .tp2 file??

Something like this??

ADD_STATE_TRIGGER _imoen !Global("endofbg1","GLOBAL",2)

Add this to Setup-BG1NPC.tp2? Someone needs to almost write this for me and tell me where to put it. something like 'ADD_STATE_TRIGGER XXXX !Global("endofbg1","GLOBAL",2)' and what to put in the X's

if you have put in all this work and are having a reasonably good time

God NO! I would be much happier just to be playing the great mods or thinking up cool mods. This codeing sucks. :P I am just willing to give something back and do some cutting and pasteing.

I Ride for the King!


a.k.a. Chev