Well, the banter file I've got set up for Ye Olde Npc needs --tlkout dialog.tlk in it (or so Weidu tells me when I have it compile the sucker, anyway). I know how to use this at the Weidu command line, but obviously that's not gonna wash for the complete mod package. I need a way to embed the command within the tp2 or the dialogue file itself so that it works without the person installing having to do anything "extra."
Will the following, if used in the tp2, work?
COMPILE ~Peerso\Peerso.d~ ~Peerso\PeersoP.d~ ~BPeerso.d~ --tlkout dialog.tlk
I looked through various other Weidu mods for examples but didn't have much luck... Valen and Sola don't have banter files, as far as I can tell.
Karkadinn
Member Since 05 Feb 2003Offline Last Active Jun 04 2003 06:57 AM
Community Stats
- Group Member
- Active Posts 20
- Profile Views 1486
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
User Tools
Topics I've Started
(Weidu again) --tlkout dialog.tlk in a .tp2
24 March 2003 - 10:11 PM
Weidu chokes on a "DO"(nut?)
19 March 2003 - 10:12 PM
Alrighty... using the chain-banter example as my guideline, I wrote out a bit in a .d file. But Weidu chokes on a part of my .d file that is, to my eyes, exactly the same as it is in the example! But it doesn't choke on the example. I'm really at a loss as to what the difference is....
Here's the entirety of my .d file:
BEGIN BPeerso
CHAIN IF ~InParty("HaerDalis")
See("HaerDalis")
!StateCheck("HaerDalis",STATE_SLEEPING)
Global ("PeerHaer","LOCALS",0)~ THEN BPeerso PeerHaer1
~All your base...~
DO ~SetGlobal("PeerHaer1","LOCALS",1)~
== BHAERDA ~...are belong...~
== BPeerso ~...to us.~
EXIT
See that "DO" just before ~SetGlobal? That's what it chokes on, for some reason, despite the example doing this:
BBLUE BlueJanBanterChain
~Agh! What am I doing in a computer game? I should never have eaten that leftover pizza.~ // Blue should say this.
DO ~SetGlobal("JanBlueTalk","LOCALS",1)~
Outside of the comments in the example, which shouldn't affect anything, they look the same... a line of dialogue followed by a DO ~SetGlobal("Whatever","LOCALS",1)~. I am flummoxed.
Here's the entirety of my .d file:
BEGIN BPeerso
CHAIN IF ~InParty("HaerDalis")
See("HaerDalis")
!StateCheck("HaerDalis",STATE_SLEEPING)
Global ("PeerHaer","LOCALS",0)~ THEN BPeerso PeerHaer1
~All your base...~
DO ~SetGlobal("PeerHaer1","LOCALS",1)~
== BHAERDA ~...are belong...~
== BPeerso ~...to us.~
EXIT
See that "DO" just before ~SetGlobal? That's what it chokes on, for some reason, despite the example doing this:
BBLUE BlueJanBanterChain
~Agh! What am I doing in a computer game? I should never have eaten that leftover pizza.~ // Blue should say this.
DO ~SetGlobal("JanBlueTalk","LOCALS",1)~
Outside of the comments in the example, which shouldn't affect anything, they look the same... a line of dialogue followed by a DO ~SetGlobal("Whatever","LOCALS",1)~. I am flummoxed.
More npc buglets
08 March 2003 - 03:50 PM
Problem the first: Ze npc, Peerso (who now has his name x_x), has a custom returning dart. This dart is meant to do 1d3 +2 "dart" damage and 1d4 fire damage. However, when it's used, it invariably gives a fixed amount of damage over and over again. 4 and 5, 4 and 5, 4 and 5, ad infinitum unless I score a crit. The "dice" fields of the item, checked in Near Infinity, are correct, so I don't understand what's going on here.
Problem the second: I can't get Peerso to use his P.d file. The file itself seems to be set out correctly, and I have Weidu set to compile it along with the regular .d file. But whenever Peerso gets booted he uses dialogue from... somewhere else, I'm not quite sure where. I don't have any mods installed besides Baldurdash, btw.
For the latter problem, Mistah Blucher suggested a workaround:
"I use the 'bg1' method to get around it: I have a top-level state in
the *j.dlg with a !InParty(Myself) trigger. This state will either let the character rejoin (an 'oops, didn't mean to drop you' option) or confirm that he should leave (a 'wait here/go there and wait for us' option). The last option SetDialog("FooP") so that I can use the *P.dlg."
I'm wondering if this is, in fact, the most efficient way of doing it or if there is an easier/better way. I'm also wondering how many other files I'm going to have this kind of problem with. x_x Is the P.d file the only one with this sort of common trouble or do I need to get workarounds for others as well?
Problem the second: I can't get Peerso to use his P.d file. The file itself seems to be set out correctly, and I have Weidu set to compile it along with the regular .d file. But whenever Peerso gets booted he uses dialogue from... somewhere else, I'm not quite sure where. I don't have any mods installed besides Baldurdash, btw.
For the latter problem, Mistah Blucher suggested a workaround:
"I use the 'bg1' method to get around it: I have a top-level state in
the *j.dlg with a !InParty(Myself) trigger. This state will either let the character rejoin (an 'oops, didn't mean to drop you' option) or confirm that he should leave (a 'wait here/go there and wait for us' option). The last option SetDialog("FooP") so that I can use the *P.dlg."
I'm wondering if this is, in fact, the most efficient way of doing it or if there is an easier/better way. I'm also wondering how many other files I'm going to have this kind of problem with. x_x Is the P.d file the only one with this sort of common trouble or do I need to get workarounds for others as well?
Nameless NPC (Weidu)
28 February 2003 - 08:49 PM
Right, so I'm using Weidu to create an npc and stick him on a map... everything installs (and uninstalls) correctly, etc. Except, when the cursor hovers over him for long enough or I press tab, nothing shows up. It's also like that when I recruit him and tab on his portrait. Nameless. I did put the NAME1 and NAME2 lines into the tp2 after the COPY CRE line, which I thought was supposed to take care of it, but no workie. Did I type the line wrong? Is something wrong with the cre itself? Is there something else necessary to do that I'm missing here?
- Spellhold Studios
- → Viewing Profile: Topics: Karkadinn
- Guidelines