Skip to content

Savegame compatibility

kotekokoteko Member Posts: 179
Would a mod overriding dialogues of existing NPCs break savegame compatibility? As far as I understood, certain data is written to the save file only when you meet certain items/npcs. So if I take a savegame just before I go to the graveyard meeting Bodhi, I should be able to quickly test dialogue additions without problems. I think.

But I was wondering why this happens. All the data of the met NPCs are put into the save file (including the .dlg)? Can't they be overwritten somehow?

Or am I completely wrong? Any info on this would be very useful. Thanks.

Comments

  • WispWisp Member Posts: 1,102
    Widely speaking, only ARE, CRE, STO and WMP are saved. GAM too, of course. You can safely test Bodhi's dialogue in that way.
  • kotekokoteko Member Posts: 179
    edited November 2013
    If DLGs are not, does it mean I can always modify dialogues (changing, removing, adding lines of dialogues) even of already-met NPCs? I imagine this is the case if I use "inline strings" into the dlg, instead of referencing them externally, unless also the dialog.tlk can be extended (without removing or modifying existing strings, of course) by using the same savegame.

    Edit: let me know if I'm not making sense.. :)
Sign In or Register to comment.