Jump to content

Dialogues - something puzzling


dannyjackson

Recommended Posts

Basically, yes. If you are able to reuse the topic instead of adding a new topic, then the existing topic filename will still have the existing voiceover file, and you won't need to do anything. But if you have to add a topic, then you have to add a new file even if it is a copy of an existing file.
Link to comment
Share on other sites

Another question: what's the best way to add an intermediate dialogue option between a PC choice and NPC response? For example, by default, the game has these lines spoken by the PC and NPC.

 

Player: [speech 50] Your humanity is a part of you, not kept in a dog tag.

Private Kyle Edwards: [sUCCEEDED] Yeah you're probably right. Here, take it. (fully voiced)

 

This is what I want:

 

(1) Player: Your humanity is <blah blah blah very long monologue>

(2) Private Kyle Edwards: [sUCCEEDED] [He looks at you sadly.] (no voice over, but duplicated from (4))

(3) Player: <blah blah finishing up my speech> And that's why you should give me the dog tag

(4) Private Kyle Edwards: Yeah you're probably right. Here, take it. (fully voiced, no change from the default line)

 

I can copy the response where he says "you're probably right" in (4), and paste it as a duplicate in (2), then edit (2) to my liking so that it says [He looks at you sadly.]. The downer is, I want to keep the speech check condition in (2) (I say keep the speech check condition because it is duplicated from (4), which is the original NPC response), and I want to remove the speech check from (4) so that it doesn't give the player XP again. However, everytime I remove the speech check in (4), the game crashes. Why? And is there an easier way to go about doing this?

 

Just to elaborate, the point of my "mod" is to make the dialogue choices seem more interesting. Rather than just having "Goodbye" or choices that serve only as a Macguffin and don't make much sense, I'm intending to provide the player with a greater state of belief. Of course it's not going to appeal to people who just want to get down to the shooty bits of the game e.g. those who feel OWB's dialogues are too drawn out, as an example.

 

One last set of questions (for now hehe): for conversations taking place in Goodsprings, if you use the conversation editor, looking at the dialogue trees of many of the NPCs, a lot of your responses are marked as [Return to root topic]. What does that mean, and how do I reference back to the root topic?

Edited by dannyjackson
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...