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Bad Dialogue File


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#1 Bookwyrme

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Posted 19 June 2008 - 12:25 PM

Well, I'm trying to get my NPC's into TOB.

The Fate Spirit Summons them, they banter with each other, they initiate banter with other NPCs, but--when another NPC tries to talk to *them,* or at least to Larz, then the game crashes.

If I check the .cre with DLTCEP--any of the three--I get "Bad Dialog reference 'TM#LA25" (Or TM#NA25, TM#MO25) Thing is, I've only ever gotten that before when for some reason a .cre hasn't been installed in the game & so the dialogue's not been installed. But with these... I have:

BEGIN ~BTM#LA25~
BEGIN ~TM#LA25J~
BEGIN ~TM#LA25P~
BEGIN ~BTM#MO25~
BEGIN ~TM#MO25J~
BEGIN ~TM#MO25P~
BEGIN ~BTM#NA25~
BEGIN ~TM#NA25J~
BEGIN ~TM#NA25P~


At the beginning of BTM#LAR, which installs first of anything (And I tried it at the beginning of BTM#LA25, just in case) And they have been installed.

And the TP2 has the correct lines, I think: APPEND ~interdia.2da~
~TM#LAR BTM#LAR BTM#LA25~
UNLESS ~TM#LAR~

APPEND ~pdialog.2da~
~TM#LAR TM#LarP TM#LarJ TM#LarD TM#La25P TM#La25J TM#La25D TM#La25~
UNLESS ~TM#LAR~

The DV's are the same as the SOA DV's...

And I'm about ready to go crazy (again). Does anyone know what I might be doing wrong? It's probably something blindingly basic.

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#2 Miloch

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Posted 19 June 2008 - 03:49 PM

If I check the .cre with DLTCEP--any of the three--I get "Bad Dialog reference 'TM#LA25" (Or TM#NA25, TM#MO25) Thing is, I've only ever gotten that before when for some reason a .cre hasn't been installed in the game & so the dialogue's not been installed. But with these... I have:

BEGIN ~BTM#LA25~
BEGIN ~TM#LA25J~
BEGIN ~TM#LA25P~
BEGIN ~BTM#MO25~
BEGIN ~TM#MO25J~
BEGIN ~TM#MO25P~
BEGIN ~BTM#NA25~
BEGIN ~TM#NA25J~
BEGIN ~TM#NA25P~

Eh... shouldn't you have TM#LA25 instead of BTM#LA25 or something?

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#3 jcompton

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Posted 20 June 2008 - 06:00 AM

It's still within the 8-character limit, so it's legal as long as it matches up.

#4 Miloch

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Posted 20 June 2008 - 07:13 AM

Well, my point was that between this:

I get "Bad Dialog reference 'TM#LA25" (Or TM#NA25, TM#MO25)

And this:

BEGIN ~BTM#LA25~
BEGIN ~TM#LA25J~
BEGIN ~TM#LA25P~
BEGIN ~BTM#MO25~
BEGIN ~TM#MO25J~
BEGIN ~TM#MO25P~
BEGIN ~BTM#NA25~
BEGIN ~TM#NA25J~
BEGIN ~TM#NA25P~

There may be a mismatch somewhere. Are you actually compiling or otherwise defining the TM#LA25 etc.?

(As a side note, when did prefixes grow to four characters? I thought they were two... :blink:)

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
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#5 jcompton

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Posted 20 June 2008 - 08:17 AM

She's using a three-character prefix: "TM#".

The "B" would be the industry-standard banter file prefix.

#6 -Guest-

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Posted 20 June 2008 - 09:02 AM

Yeah, INTERDIA and PDIALOG do nothing until the character is actually in the party; you need to make some pre-join dialogue (i.e., you need TM#LA25, TM#NA25, and TM#MO25 dialogue files).

#7 Bookwyrme

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Posted 20 June 2008 - 10:51 AM

Ah ha!

Found it. Turns out there was a duplicate set of BEGIN ~BTM#'s stashed in the middle of Larz's banter file, from some long ago beginning. And *that* is why the scripted dialogues were running just fine while the banters pulled *after* the duplicate begins were crashing the game.

Now, if I can only figure out how to get them to join properly....

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