naijuu Posted August 1, 2015 Share Posted August 1, 2015 for some reason I was under the impression that the conversation with Alistair about his parentage is triggered regardless of how many times you enter Redcliffe as long as it's the first visit with Alistair in the partyI was wrong, obviously anyway, I want to make it trigger againI've been reading tutorials on making mods in the DA toolset, although most of what I've found is about creating a new campaign and not modifying existing stuff.I think I know what to change in a script in order to make the cutscene/conversation trigger repeat once but for the love of god I have no Idea where to make that changeResigned I also tried to make a completely new trigger and script for that cutscene and exported it but it didn't work. tldr - I have no idea how to do anything, someone help me Link to comment Share on other sites More sharing options...
mcgoy Posted August 1, 2015 Share Posted August 1, 2015 Look at the conversation instead of the trigger. You MAY find that the conversation is set to 'once per game'. That would override the trigger. No, I don't know for sure because I haven't looked at it. Link to comment Share on other sites More sharing options...
naijuu Posted August 1, 2015 Author Share Posted August 1, 2015 (edited) I think the "no repeat" thing may be somewhere in the conversation itself but I have no idea where to look exactlyI did, however figure out why nothing worked at all, even the simplest changes, I even made a trigger that starts a small cutscene before the conversation but not the conversation itself : / and for some reason it teleports everyone to somewhere else in redcliffe for the duration of it edit: also it would be great if I could find the original trigger for the conversation, I already went through the "Arl Eamon" resources a few times but I keep missing it Edited August 1, 2015 by naijuu Link to comment Share on other sites More sharing options...
mcgoy Posted August 2, 2015 Share Posted August 2, 2015 http://social.bioware.com/wiki/datoolset/index.php/Conversation_tutorialabout halfway down there is a screenshot that shows 'normal line' as a dropdown selection and 'ambient' as a checkbox. although not described, options other than 'normal line' are 'onlys show line once per conversation' and 'only show line once per game'. The trigger (if it exits) can be seen on the .are file for Redcliffe Village. Another option is that it might not be fired from a trigger, but from a .nss file. The toolset wiki is your friend http://social.bioware.com/wiki/datoolset/index.php/Main_Page Yes, it only shows you how to create new rather than modify Core resources, but knowing how to create will also teach you how to modify. Link to comment Share on other sites More sharing options...
naijuu Posted August 2, 2015 Author Share Posted August 2, 2015 ah, there it was, thanksthough everything in the conversation is set to "normal line" so I guess it's not actually overriding anythingand it might be as you said that it's a .nss file that stars everything because there is no trigger for it anywhere in redcliffe, which would make sense considering everything strarts as you enter the whole areaand the toolset wiki is a great help, I've checked it before and I bet it has everything I need and I just don't understand half of it also I had another idea, I've noticed that area files have an "entered_for_the_first_time" variable and I thought that maybe it's possible to make the game think it's the first visit twice? it's one of the conversation requirements so doing something like that would solve everything but, again, all my modding knowledge comes from fiddling with the toolset for teh last two days so I may be horribly wrong Link to comment Share on other sites More sharing options...
mcgoy Posted August 2, 2015 Share Posted August 2, 2015 all my modding knowledge comes from fiddling with the toolset for teh last two days so I may be horribly wrongAnd is the 'entered_for_the_first_time' set for Redcliffe Village? And have you looked at the .nss file (if there is a separate one for that area) for Redcliffe Village? and the toolset wiki is a great help, I've checked it before and I bet it has everything I need and I just don't understand half of itThis is why I suggest doing a few small mods (not necessarily shared with anyone) before making changes to Core resources that could FUBAR your entire game if not done correctly. Link to comment Share on other sites More sharing options...
naijuu Posted August 2, 2015 Author Share Posted August 2, 2015 (edited) "entered_for_the_first_time" in redcliffe village is set to 0 in the default columnoh now I know I should've started with the basics but I foolishly hoped this would be a little easier and quicker, I don't have much free time leftand I duplicate every file I plan to edit, maybe it will save me from breaking the game too much oh and I've found redcliffe's .nss file and the part of of the script responsible for the conversation, I think? so I may try doing something with thatalso thanks for putting up with my overall incompetence :smile: edit: funny thing, I opened the .nss file for redcliffe village, found the part that starts the conversation and changed only one thing: in "if(bRedcliffeEntered == FALSE)" I switched "false" to "true"I tested it first with a save made before all that editing, I loaded it at a point where I've entered redcliffe twice before, both times without alistair in the party; this time I entered redcliffe with alistair and the conversation started successfully, I also checked if I maybe made it repeat every time I go to redcliffe but no such thing happened then I decided to check if it works with a completely new game, just in casewith debugging I got to the same point in the game as with the other save and this time it didn't workso I really hope that's just because I used console commands and skipped doing something Edited August 2, 2015 by naijuu Link to comment Share on other sites More sharing options...
mcgoy Posted August 2, 2015 Share Posted August 2, 2015 then I decided to check if it works with a completely new game, just in casewith debugging I got to the same point in the game as with the other save and this time it didn't workso I really hope that's just because I used console commands and skipped doing something Yes, it is because you used console commands rather than making the change programmatically. Link to comment Share on other sites More sharing options...
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