Roxanne Posted January 15, 2017 Share Posted January 15, 2017 If you want a bullet proof dialog start, you may want to handle PC's who are not Player1 specifically. Reserve some lines for them, like "I want to talk to your boss." I think something like that would sound very artificial. This is often used in the game, of course with some better wording, e.g "My words are only for the Bhaalspawn you accompany." or "Let <CHARNAME> speak for <PRO_HIMHER>self." Link to comment
Ardanis Posted January 15, 2017 Share Posted January 15, 2017 That doesn't make it any less artificial, if you ask me. Link to comment
Salk Posted January 16, 2017 Author Share Posted January 16, 2017 That doesn't make it any less artificial, if you ask me. That's what it feels like to me as well. I think I will just have to test (sigh) Ardanis' suggested solution 2: See(Player1) Dialog(Player1) - may not trigger when it should if you keep Player1 behind the lines changing initdlg.bcs (by the way, does anyone know if initdlg2.bcs and initdlg3.bcs are used?) accordingly and see how it goes. It won't be a global change but it should cover a good number of non complex cases. Thanks for your input! Link to comment
Avenger Posted January 19, 2017 Share Posted January 19, 2017 Obviously i didn't want to write your mod, therefore i wrote an artificial line. If there is no need to make a difference between player1 and any other PC, then you have to use [PC]. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.