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Trouble with rejoin dialogue firing

NPC mods

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#1 BelovedDolphin

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Posted 21 May 2014 - 05:50 AM

Hello!

 

I am presently testing out rejoining dialogue for a new npc mod I am creating.

 

After I remove the NPC from the party, and ask them to rejoin, instead of having their dialogue fire, they at first said a random line of dialogue you would get when you click on them. Now it fires the standard multiplayer parting dialogue.

 

I've compiled the initial and post party dialogue in the TP2 file, and appended the pdialog.2da

 

I've also made sure there's no export flag, which I heard is a common error.

 

Is it an error I did with the CRE, the TP2, or the dialogue file?

 

Edit: Added attachments in a below post and here!

Attached Files


Edited by BelovedDolphin, 22 May 2014 - 06:50 AM.


#2 Eric P.

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Posted 21 May 2014 - 06:23 AM

If you show us the .tp2 and .d file contents, we might be able to spot the cause of the problem and propose a solution.

 

Good call to remove the export flag, although I doubt activating that flag would cause unwanted behavior in-game. I've seen only one mod ever in which a joinable NPC had the export flag activated. While I don't recall which mod it was, it worked fine both ways.


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#3 BelovedDolphin

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Posted 21 May 2014 - 07:13 AM

I've attached the tp2, and the d files (The one that probably matters is the *p.d file and the *.tp2

 

Both d files are refrencing tra files with their @#.

Attached Files


Edited by BelovedDolphin, 22 May 2014 - 03:50 AM.


#4 BelovedDolphin

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Posted 22 May 2014 - 06:43 AM

I found my error! I never used Begin MYPEONYP in the initial dialogue file. This brings me questions.

 

Why is a *P file needed if the text for parting is in the *D file?

 

I noticed when I used NumTimesJoined(0) the character infinitely loops their clicking dialogue while in the party, as if trying to initiate conversation again. Is it because NumTimesJoined(0) is never set to 1, and where would you set it to 1 at?