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Party Banter runscript


random1102

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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 by random1102
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