random1102 Posted December 12, 2011 Share Posted December 12, 2011 (edited) got this script from 1 of cached post about "the Mighty squirrel" , a mod to force party banters anytime anywhere but got removed from bioware's mod site for unknown reasons google cached link here can someone help to compile and export this script as a mod or override? [script] gobanter.nss This is a simple, mostly copy/pasted script you can add to the game that will allow you to automatically trigger companion-companion conversations (known as "banter") whenever you want. I have not tested this very much, so I don't know what kind of long-term effects this will have on the game, this script comes with absolutely no warranty so use at your own risk. Usage: Make sure you have the developer console activated for your game, and simply type: runscript gobanter Two of your companions should start a random banter dialogue, which is your indicator that it worked. --------------------------------------------------- Code: // Generic party banter script // Party banter is when 2 followers trigger an ambient dialog among themselves // This script has been modified from the gentr_party_banter.nss script found in // the default Dragon Age Toolset to allow the player to activate banter. // The script does the following // - Generate party banter array // - Find the appropriate party banter dialog for this module and trigger it #include "log_h" #include "utility_h" #include "wrappers_h" #include "events_h" #include "party_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); string sDebug; object oPC = GetHero(); object oParty = GetParty(oPC); // If party is too small, then there is no need to handle anything object [] arParty = GetPartyList(); int nSize = GetArraySize(arParty); if(nSize <= 2) // player (size 1) or player + 1 follower (size 2) return; // find party banter dialog file resource rPartyBanterDialog = GetLocalResource(GetModule(), PARTY_BANTER_DIALOG_FILE); // We couldn't find the banter dialog file, so abort. if(rPartyBanterDialog == R"") return; // All is valid // Generate party banter array Party_GenerateBanterArray(); // Init party banter dialog object oFollower1 = arParty[1]; // first follower - just use to init the dialog - others might actually talk UT_Talk(oFollower1, oPC, rPartyBanterDialog); WR_SetObjectActive(OBJECT_SELF, FALSE); } --------------------------------------------------- Edited December 12, 2011 by random1102 Link to comment Share on other sites More sharing options...
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