Kaeloree Posted January 25, 2012 Share Posted January 25, 2012 Yep -- because R#ARTHURB is longer than 8 characters. Make it R#ARTHUB and it will work. You should also be using == R#ARTHUB rather than == R#Arthur. This is his banter file; he should always be using R#ARTHUB, not his initial dialogue file (R#ARTHUR). Link to comment
Haplo Posted January 25, 2012 Author Share Posted January 25, 2012 Ok.... got it thanks mate for take a look at it, I'll try those changes on the morrow Link to comment
Haplo Posted January 26, 2012 Author Share Posted January 26, 2012 The install is ok, but for this: [trigger list near line 15, column 5 of Dayne/R#ArthuB.d] PARSE WARNING at line 19 column 41-41 Near Text: ) [stateCheck] argument [CD_STATE_NOTVALID] not found in [state.IDS] [trigger list near line 15, column 5 of Dayne/R#ArthuB.d] PARSE WARNING at line 21 column 38-38 Near Text: ) [stateCheck] argument [CD_STATE_NOTVALID] not found in [state.IDS] [trigger list near line 56, column 5 of Dayne/R#ArthuB.d] PARSE WARNING at line 60 column 41-41 Near Text: ) [stateCheck] argument [CD_STATE_NOTVALID] not found in [state.IDS] [trigger list near line 56, column 5 of Dayne/R#ArthuB.d] PARSE WARNING at line 62 column 38-38 Near Text: ) [stateCheck] argument [CD_STATE_NOTVALID] not found in [state.IDS] And the file looks like this: BEGIN R#ArthuB CHAIN IF ~InParty("R#ArthuB") InParty(Player1) !StateCheck("R#ArthuB",CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) Global("R#MyGlobal","GLOBAL",0)~ THEN R#ArthuB Banter1 ~I love women.~ DO ~SetGlobal("R#MyGlobal","GLOBAL",1)~ END IF ~~ THEN REPLY ~Yes, me too!~ GOTO Banter1-1 IF ~~ THEN REPLY ~Really? I thought otherwise.~ GOTO Banter1-2 CHAIN IF ~~ THEN R#ArthuB Banter1-1 ~I'm glad you agree with me!~ EXIT CHAIN IF ~~ THEN R#ArthuB Banter1-2 ~Fuck you.~ EXIT CHAIN IF ~InParty("R#ArthuB") InParty("Minsc") !StateCheck("R#ArthuB",CD_STATE_NOTVALID) !StateCheck("Minsc",CD_STATE_NOTVALID) Global("R#MyMinscGlobal","GLOBAL",0)~ THEN R#ArthuB ArthurMinsc1 ~Minsc, Is that a hamster?.~ DO ~SetGlobal("R#MyMinscGlobal","GLOBAL",1)~ == BMINSC ~Yes! Boo is a hamster!~ == R#ArthuB ~That's mad.~ = ~You two should be in a mental institution.~ == BMINSC ~Yes, and buttkicking!~ EXIT Can't see why.... Link to comment
Haplo Posted January 26, 2012 Author Share Posted January 26, 2012 Ok..... after maaaaany test, I decided to go over everything again.... so I decided to follow the tutorial till the last letter, so I created a new NPC as if today was my First day and copied and pasted the tutorial literally till the point that I'm currently at, with my own NPC, and what is my surprise to discover that is giving me the same error.... something is amiss with the banter file making, or that is my conclusion at least.... could it be possible?? Here I post for u the error and the Link to the tutorial in case u wanna check it out (I may made a mistake somehow) [trigger list near line 15, column 5 of Sam/K#SamB.d] PARSE WARNING at line 19 column 38-38 Near Text: ) [stateCheck] argument [CD_STATE_NOTVALID] not found in [state.IDS] [trigger list near line 15, column 5 of Sam/K#SamB.d] PARSE WARNING at line 21 column 38-38 Near Text: ) [stateCheck] argument [CD_STATE_NOTVALID] not found in [state.IDS] And the link : http://katbella.com/npcguide/3_4.html (You can also go to the tutorial section and click in Ace's very Long NPC tutorial) Link to comment
argent77 Posted January 26, 2012 Share Posted January 26, 2012 Your BG2 installation is probably missing the CD_STATE_NOTVALID constant. Put the following statement somewhere at the beginning of your TP2 file (after BACKUP and AUTHOR): ALWAYS APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~ UNLESS ~CD_STATE_NOTVALID~ END Or you install the bg2fixpack. I think it's the "Super Happy Modder Pack" component (or something like that). Link to comment
Haplo Posted January 26, 2012 Author Share Posted January 26, 2012 I'll check that out, thanks for the tip mate Link to comment
Haplo Posted January 26, 2012 Author Share Posted January 26, 2012 It worked beautifully mate, awesome tip Thanks!!! And I did not install bg2fixpack at the end, just with the adding to the tp2 was ok Link to comment
Haplo Posted January 27, 2012 Author Share Posted January 27, 2012 Ok, I've been testing the mods, both behave oddly, let me explain: -If you been helping me you may recall that I created and NPC following a tutorial, but because I was having troubles I decided to create a new one, and exact copy of the tutorial, now, I modified my first NPC for his files to be line by line the same as the second NPC (the copy of the tutorial) but for what he says. But then when playing the first NPC will stand and the second will come to meet me, then when join neither of the NPC bunters will trigger, if I reject the first NPC I will be able to talk to him again and he will join me (even if I kick him out, or we walks away displease by my repu), but the second NPC walks away forever (same as if I kick her out). And the last part, They supposed to say something when Nalia first approach, the first NPC says nothing and Nalia won't ask my help for castle D'Arnise, if I talk to her she just act as if we met before and ask me if I would have her in my group, and the second NPC will interject correctly, and Nalia will ask my help as usual. I explain it as well as I could, and a checked the files line by line, all the same but for the words. the only difference that occurs to me is that when creating the CRE files the first NPC I pregenarate it in multi-player and the second NPC I just used one of the CRE that the game brings by defalut (Fighter, Cleric,Thief,Mage), Could that be it?? Link to comment
Haplo Posted February 7, 2012 Author Share Posted February 7, 2012 Hey Guys, It's me again, Thanks to Ace's I solved all the trouble above and went deeper in my mod Now the question I have is: Which is the best way to put a bunch of guys to have a fight with? u have to created them all as CRE's or u can take some that are already in the game and throw them in? I guess Bioware created typos, some CRE's that they place in random encounters and things like that.... or am I guessing wrong? Oh... and if I can just take them.... where would they by and how would I access to them? (NE, DLTCEP,ect..) Link to comment
Haplo Posted September 18, 2013 Author Share Posted September 18, 2013 Bueh, I recover this topic instead of creating a new one... After a looooooooooong break (life is hard), I've starting a new NPC mod (since the last one is quite advance and I can't seem to remember or understand anything I did....), as a way of refreshing my memory and Re-learning how to do this Anyways.... the question I would like you to help me with is: Is there a way to set up a dialogue in this way?: IF ~NumTimesTalkedTo(1 or more...) THEN Because if is only (1), then next time is 2 (obviously) and the same block of Dialogue won't start... which is the whole point actually. Kind of making a loop in that one Thanks beforehand!!!! Link to comment
Kaeloree Posted September 18, 2013 Share Posted September 18, 2013 NumTimesTalktedToGT(0) is probably what you're looking for Link to comment
Haplo Posted September 19, 2013 Author Share Posted September 19, 2013 Thanks for the answer!! i It's funny tho, that I realise that when I was taking a shower this morning before going to work!!!! Link to comment
Haplo Posted October 29, 2013 Author Share Posted October 29, 2013 Hey guys, I need some help here.... Is there no way to have more than a couple of blocks of Dialogue? I mean in the Char I'm creating, I have the initial hello block bla bla... and then a next block where she's telling you off about her quest, know, That block has 3 parts managed with 3 different timers, the first part fires up nicely and all works nice, the problems is when it fires up the second part when the proper answer is given in the first part. The script to manage that is ok since it triggers the conversation... or tries to, because the characters keep facing each other as if they wanted to talk but had nothing to say, that led me to the conclusion the problem is with the Variables in the Dialogue file, and I've been trying for a while, tracking all off them and trying different combinations, but it does no happen, in a way is like it's unable to recognize the part of the Dialogue it has to fire up... and I run out of Ideas So hence... my question up there. (And yes, I already used NumTimesTalkGT(0)) Link to comment
Jarno Mikkola Posted October 29, 2013 Share Posted October 29, 2013 Take a look at some other mods dialog(.d) files. Search one that uses CHAIN ... and you'll hopefully run into one that you can understand.... it basically works with the GOTO(+) commands... but it might be shortened as the weidu.exe has special features around the .d files construction to be a .dlk ... such as replacing the +'s and ++'s with correct things so it actually makes a the dialog possible. //IJ#esirA.d //PCs barters with Esiriak BEGIN IJ#esirA CHAIN IF ~InParty("IJ#Esir") InParty(Player1) !ActuallyInCombat() Global("Esiriak-PC","GLOBAL",0)~ THEN IJ#esirA Esiriak-PC1 ~I can see you have something in your mind, so speak out with it.~ DO ~SetGLOBAL("Esiriak-PC","GLOBAL",1)~ ++ THEN REPLY ~So I was curious, how did it happen that you ended up in Mind Flayer form, Esiriak.~ + Esiriak-PC-1 ++ THEN REPLY ~Never mind.~ + Esiriak-PC-2 ++ THEN REPLY ~Ah, no. I don't want to know anything.~ + Esiriak-PC-3 END CHAIN IF ~~ THEN IJ#esirA Esiriak-PC-1 ~Ahh, well I put this Robe on and puff, I became a Mind Flayer.~ ++ THEN REPLY ~So, can't you just, ah well, change back to human form?~ + Esiriak-PC11 EXIT END CHAIN IF ~~ THEN IJ#esirA Esiriak-PC-2 ~Haha-ha.~ ++ THEN REPLY ~No, stop poking in to my mind and stay out!~ + Esiriak-PC-4 EXIT END CHAIN IF ~~ THEN IJ#esirA Esiriak-PC-3 ~Well, in that case I might as well leave, bye.~ DO ~LeaveParty()~ EXIT END CHAIN IF ~~ THEN IJ#esirA Esiriak-PC11 ~Hey, I am an Abjurer, I resent that, but... no. But hmm, why would I even want to be a lousy human? I am a Tanar'ri after all.~ DO ~SetGlobal("EsiriakConfess,"GLOBAL",1)~ ++ THEN REPLY ~What, you are a demon?~ + Esiriak-PC-5 EXIT END CHAIN IF ~~ THEN IJ#esirA Esiriak-PC-4 ~But the poking is the most fun part to have in this form!~ ++ THEN REPLY ~Form? You said form, so how did it happen a mage of your status ended up in this form, Esiriak?~ + Esiriak-PC-1 EXIT END CHAIN IF ~~ THEN IJ#esirA Esiriak-PC-5 ~Yes, a demon.~ ++ THEN REPLY ~But...~ + Esiriak-PC-6 EXIT END CHAIN IF ~~ THEN IJ#esirA Esiriak-PC-6 ~Yes, good news, a demon can be a mage, and that's that. Now shall we go, or shall you just stand there and look me like an idiot, all day long? I could eat your brains you know, but confused brains just taste bad.~ END Link to comment
Haplo Posted October 29, 2013 Author Share Posted October 29, 2013 Wow, that's useful!!! I actually thought that Banter files where just for...well.... Banters, and so I was saving it for just that Now I've come to think of it, I always thought Dialogue and Banters completly different, and that's why you would us the SAY in the Dialogue file and CHAIN in the Banters one... Link to comment
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