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dialogue file modding DLTCEP

Two issues:

Firstly, trying to add an additional dialogue node to an existing NPC, but having problems. The game doesn't seem to be recognising the text and reporting 'missing string' in the NPC's dialogue box. Curiously, if I check the dialogue file in Near Infinity, it shows up as 'no index' and wont let me edit it (although this may just be a write issue because of no admin rights for NI, where as DLTCEP does). I've tried adding the most weight to the node, and having it the top level, but it makes no difference. The text displays fine and reports to issue from within DLTCEP, but doesn't show in-game.

Basically, it looks like it's not accepting text.

The second issue is trying to get the NPC to initiate the dialogue. He just stands there waiting to be spoken to. Script for NPC looks like this:

IF
AreaCheck("AR5404")
THEN
RESPONSE #100
Dialog([PC])
END

But it doesn't seem to work. (I've tried 'Interact' as well) And yes he's in AR5404! :D

Cheers for any insight.



Comments

  • AlkaluropsAlkalurops Member Posts: 269
    edited November 2013
    Are you using the latest WeiDU? I think older versions had a bug with missing strings on first install.

    It would probably be helpful if you uploaded your mod, or at least posted every relevant file (tp2, script, dialog)

    Edit: I'm assuming you're using WeiDU. Right?
  • metalmunkimetalmunki Member Posts: 67
    edited November 2013

    Are you using the latest WeiDU? I think older versions had a bug with missing strings on first install.

    It would probably be helpful if you uploaded your mod, or at least posted every relevant file (tp2, script, dialog)

    Edit: I'm assuming you're using WeiDU. Right?

    I've got WeiDU linked into DLTCEP, but I haven't used it directly. I can make changes to existing dialogue nodes in DLTCEP(like adding actions etc), and they come through ok. I've got a dlg file and a bcs file in the override folder for the NPC. Is there anything else I should be doing with it? I'll check the version but 99% sure it's the latest one.
  • KerozevokKerozevok Member Posts: 695
    Replace the script with initdlg.bcs ("override script" on the cre file).
  • metalmunkimetalmunki Member Posts: 67
    edited November 2013
    Tried putting that in initdlg, and setting it to override on the cre but he still doesn't do anything and it still says 'missing string' if I initiate the dialogue :(

    I've been avoiding it, but I guess I'll have to try using WeiDU in its raw form. It's a shame as everything you SHOULD need is accessible from DLTCEP, but doesn't seem to work without any indication why.
  • metalmunkimetalmunki Member Posts: 67
    Ok, so I managed to get much further by creating all new cre, dlg, bcs files for the npc rather than modifying existing ones (which is enough to flip the game out apparently). Now he approaches the PC and gives off a sound but still not initiating the dialogue window. I'll have a tinker with it later.
  • KerozevokKerozevok Member Posts: 695
    1st line of the dlg, condition >> true() ?
  • metalmunkimetalmunki Member Posts: 67
    edited November 2013
    Kerozevok said:

    1st line of the dlg, condition >> true() ?

    Oh wow, thank you that worked! It still says 'missing string' instead of the text, but another step further!

    With the missing text, if i look at the dialogue file in near infinity it says 'no index' where the text string should be. I'm not sure why it isn't writing it. I've got the hard link in for the tlk file and everything.
  • WispWisp Member Posts: 1,102

    Kerozevok said:

    1st line of the dlg, condition >> true() ?

    Oh wow, thank you that worked! It still says 'missing string' instead of the text, but another step further!

    With the missing text, if i look at the dialogue file in near infinity it says 'no index' where the text string should be. I'm not sure why it isn't writing it. I've got the hard link in for the tlk file and everything.
    You'll want to add your strings with WeiDU and a TP2 file, or your mod won't be portable at all. DLTCEP modifies the TLK directly.
  • KerozevokKerozevok Member Posts: 695
    edited November 2013
    If you use dltcep (better than NI for the dlg files), have you moving the dialog.tlk in the root folder of bgee ? Otherwise, the dialog.tlk is not modified.
  • metalmunkimetalmunki Member Posts: 67
    Kerozevok said:

    If you use dltcep (better than NI for the dlg files), have you moving the dialog.tlk in the root folder of bgee ? Otherwise, the dialog.tlk is not modified.

    I've got the hard link in there, which does the same thing, I believe?
    Wisp said:


    You'll want to add your strings with WeiDU and a TP2 file, or your mod won't be portable at all. DLTCEP modifies the TLK directly.

    Thanks mate, I'll look into that. Weirdly, since patch 1.2 he nows says 'Coast Away!' rather than 'no string', which is amusing as that has nothing to do with what I wrote for his dialogue
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