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Can't get npc to talk


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#21 Tempest

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Posted 03 October 2007 - 04:49 PM

Thank you very much. As soon as my World of Warcraft guild's nightly raid is done with (I check the forum in between boss attempts), I'll finish fixing Darian's files, and give it another try.

"The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesterday, but it was never the streets that were evil." - Sister Miriam Godwinson, Sid Meier's Alpha Centauri


#22 Tempest

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Posted 03 October 2007 - 07:11 PM

Well, the quick fix didn't work-Darian's still not talking, and he didn't react to Aerie being in the party, either. Looks like I may need to do the step-by-step process Berelinde advised.

Also, weird stuff: when I tried force-talking Darian, he told me "Why do you wish to waste my time with idle banter?" While this is definitely something Darian would say, I never wrote this, and certainly never coded it.

Edited by Tempest, 03 October 2007 - 07:13 PM.

"The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesterday, but it was never the streets that were evil." - Sister Miriam Godwinson, Sid Meier's Alpha Centauri


#23 berelinde

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Posted 03 October 2007 - 09:09 PM

If your creature is flagged as "export allowed," you're going to be using multiplayer files, not those you assign.

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#24 Tempest

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Posted 04 October 2007 - 05:40 AM

I removed the flag for export. Still not working.

Something else I spotted that may be the culprit:

His override, general, and default scripts are all T1Dar.bcs, and his dialog variable is T1Dar.dlg

Did I somehow mess any of these up?

"The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesterday, but it was never the streets that were evil." - Sister Miriam Godwinson, Sid Meier's Alpha Centauri


#25 berelinde

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Posted 04 October 2007 - 05:43 AM

Not sure. Never did that. Try this:

Override: T1DarS (name it something different from his joining dialogue file, or traification will be a mess, when you get there)
General: None
Defalut: None (or initdlg, if you want him to approach the PC on sight)

DV, whatever you please.

Tempest, I've got some time today. Package and send what you got, and we can discuss it over IM.

Edited by berelinde, 04 October 2007 - 05:44 AM.

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#26 Tempest

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Posted 04 October 2007 - 05:49 AM

Just tried that solution, no dice. Should I ever do another npc project after Darian, I *will* test it step by step, rather than trying to do it all at once. I've learned my lesson from this debacle. :)

"The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesterday, but it was never the streets that were evil." - Sister Miriam Godwinson, Sid Meier's Alpha Centauri


#27 Krohon

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Posted 04 January 2008 - 02:03 PM

Answering an old post without having a clue about what is wrong is surely a bad idea. Yet I am quoting the WeiDU documentation in the hope it will help somebody.

Dialogues in Infinity Engine games behave like finite state machines. If you aren?t familiar with the concept of a finite state machine, see http://whatis.techta...i213052,00.html or http://www.c3.lanl.g...ine/mabkgd.html. Each block of the form:

IF ~Initial Condition~ THEN BEGIN state1
SAY ~Something~
IF ~Reply Condition~ THEN REPLY ~Reply Text~ GOTO state2
END

represents a state (more details below). When the player starts a conversation with an NPC, the game engine scans through all of the states in that NPC?s DLG file in a special WEIGHTed order and picks the one with a non-empty and true "Initial Condition". If no state has a non-empty and true "Initial Condition" then you get that ?Bob - has nothing to say to you.? message. Don?t worry about the weighting process for now.




A continuation of my woes with Darian, after finally getting him to install and join the party, I've run into a new problem: he doesn't talk. Now, this isn't so unusual, as I haven't written his interjections yet and he's not a chatterbox anyhow, but even with repeated usage of ctrl-I and AdvanceRealTime, I can't seem to get him to talk, banters or lovetalks.

I figured there was a problem with his banter file, and already changed the tp2 code from

APPEND ~pdialog.2da~ ~T1Dar T1DarP T1DarJ T1DarD T1Dar25J T1Dar25D T1Dar25~
UNLESS ~T1Dar~
APPEND ~interdia.2da~ ~T1Dar BT1Dar BT1Dar25~
UNLESS ~T1Dar~

to

APPEND ~pdialog.2da~ ~T1Dar.d T1DarP.d T1DarJ.d T1DarD.d T1Dar25J.d T1Dar25D T1Dar25~
UNLESS ~T1Dar~
APPEND ~interdia.2da~ ~T1Dar.d BT1Dar.d BT1Dar25~
UNLESS ~T1Dar~

But this doesn't seem to have worked. Any ideas?