StartDialogueNoSet() - StartDialogNoSet()
jastey
Member Posts: 2,781
My custom NPC just stuttered instead of initiating a dialogue with StartDialogueNoSet(). When I changed it to StartDialogNoSet(), the dialogue fired.
Can someone confirm? If StartDialogueNoSet() doesn't work on the BG(II):EE engine, I guess there are a couple of mods that need updating (or maybe I am the only one who used it). EDIT: OK, BGII:EE uses it so that wasn't the cause, obviously. Strange coincidence.
Second, the custom NPC gave his initial speech sound (Ajantis: "BE you friend or foe?") upon nearly every dialogue initiation - I deactivated the "initial meeting" sound compilation now. If my memory serves, this was not the case for original BGII. Does someone know how sound management for NPCs work in BGII:EE in comparison to BGII?
Can someone confirm? If StartDialogueNoSet() doesn't work on the BG(II):EE engine, I guess there are a couple of mods that need updating (or maybe I am the only one who used it). EDIT: OK, BGII:EE uses it so that wasn't the cause, obviously. Strange coincidence.
Second, the custom NPC gave his initial speech sound (Ajantis: "BE you friend or foe?") upon nearly every dialogue initiation - I deactivated the "initial meeting" sound compilation now. If my memory serves, this was not the case for original BGII. Does someone know how sound management for NPCs work in BGII:EE in comparison to BGII?
Post edited by jastey on
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