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Argent77

Member Since 05 Jul 2010
Offline Last Active Private

Posts I've Made

In Topic: NearInfinity

Yesterday, 04:41 AM

Oh, you mean on the "Tree" tab? That is just for convenience. The DLG structure itself doesn't store weights directly.


In Topic: NearInfinity

Yesterday, 04:09 AM

WEIGHT is the high-level WeiDU counterpart. Internally it just tinkers with the order of the state trigger indices.


In Topic: NearInfinity

Yesterday, 12:12 AM

I know there isn't a comprehensive tutorial, but is there a basic introduction somewhere as to how to read and edit dialogues with NI (in order to troubleshoot)? For instance, what does "First Response Index" in individual states mean? And what decides whether a certain trigger-conditioned dialogue state is read as the root of a dialogue tree or an orphaned state?


I don't know about specific tutorials. However, there is the Near Infinity Wiki which explains many features. Cam's modding tutorials on Youtube also use Near Infinity extensively, including working with dialogs, so they might be helpful, too.

 

About the dialog questions, NI presents the dialog structure on the "Edit" tab on a fundamental level, basically how the structure is defined in the DLG resource. IESDP provides a good summary of the DLG structure. "First response index" and "# responses" defines the range of "Response" structures that are listed below a state in the dialog window (where the player usually can choose a reply from). The general flow of a dialog is recreated in the "Tree" view.

 

Only states with a defined non-empty script trigger can be used by the engine as an opening state, however. The index of the referenced trigger structure defines the order of execution, i.e. the state with the lowest trigger index that meets the condition is used to start the dialog. An orphaned state is basically a state that isn't referenced by any dialogs in the game. Detection of orphaned states is a bit unreliable in NI.

 

However, modders usually don't work on that level of the file structure when patching dialogs. WeiDU provides a special dialog syntax and a great number of functions to make working with dialogs a lot easier.


In Topic: General Discussion

24 September 2026 - 11:02 PM

With regard to SR & SCS compatibility, where should this go in the install order? Before both of them?


Yes, Golem Construction should be installed before both of them.


In Topic: Reveal Hidden Gameplay Options

26 August 2026 - 01:21 AM

New release: Reveal Hidden Gameplay Options v5.2

Changelog:

  • Added GUI Improvements option "Remove gray bars from the log window in SoD"
  • Updated French translation (thanks Deratiseur)
  • Updated Simplified Chinese translation (thanks MephistoSatanDevil)
  • Fixed an installation issue if LeUI-IWDEE is installed