Jarno Mikkola Posted December 11, 2021 Share Posted December 11, 2021 Well, I'll admit, my description was a bit unclear, so ... it was my fault. Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 no harm done! You went out of your way and for that I thank you. Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 @Jarno Mikkola I hope I'm not becoming a pain, but it still doesn't work. Here is the area baf. I know only 4 are there but there is 5 before combat starts. // KKNar1700.baf IF Global("KKDeliaExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKDeliaExists","AR1700",1) CreateCreature("KKDelia",[3333.265],3) END IF Global("KKTressExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKTressExists","AR1700",1) CreateCreature("KKTress",[3398.269],3) END IF Global("KKCelinExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKCelinExists","AR1700",1) CreateCreature("KKCelin",[3330.241],3) END IF Global("KKAmanaExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKAmanaExists","AR1700",1) CreateCreature("KKAmana",[3330.241],3) END IF CombatCounter(0) NumDead("KKBarbs",5) Global("KKMissingWarriors","GLOBAL",7) Global("KKDeadWarriors","LOCALS",0) THEN RESPONSE #100 SetGlobal("KKMissingWarriors","GLOBAL",8) SetGlobal("KKDeadWarriors","LOCALS",1) ActionOverride("KKNavar",StartDialogue("KKNavar",Player1)) END Quote Link to comment
Jarno Mikkola Posted December 11, 2021 Share Posted December 11, 2021 11 minutes ago, Kitanna said: // KKNar1700.baf IF Global("KKDeliaExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKDeliaExists","AR1700",1) CreateCreature("KKDelia",[3333.265],3) END IF Global("KKTressExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKTressExists","AR1700",1) CreateCreature("KKTress",[3398.269],3) END IF Global("KKCelinExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKCelinExists","AR1700",1) CreateCreature("KKCelin",[3330.241],3) END IF Global("KKAmanaExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKAmanaExists","AR1700",1) CreateCreature("KKAmana",[3330.241],3) END Why do it like this, and not: // KKNar1700.baf IF Global("KKDeliaExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKDeliaExists","AR1700",1) CreateCreature("KKDelia",[3333.265],3) CreateCreature("KKTress",[3398.269],3) CreateCreature("KKCelin",[3330.241],3) CreateCreature("KKAmana",[3330.241],3) END ... I might not be able to help with your question. No, not a pain, this is fun. Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 Well, your looks better lol. I don't know. Maybe because I didn't know I could. This is my first time trying to do this. Calin doesn't have a quest and Neht, well he was a nightmare I only survived because of Berelinde. We both learned a lot from that LOL! Neht... been 10 years since I looked at that mod in any detail. Maybe he has a script that does what I'm trying to do. I can't remember, have to look. Of course, we were up all night at times banging our heads on the keyboard trying to make something work. Thank you for everything Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 No such luck so, I bow to the code master @jastey Could you please tell me what I did wrong? // KKNar1700.baf IF Global("KKDeliaExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKDeliaExists","AR1700",1) CreateCreature("KKDelia",[3333.265],3) END IF Global("KKTressExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKTressExists","AR1700",1) CreateCreature("KKTress",[3398.269],3) END IF Global("KKCelinExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKCelinExists","AR1700",1) CreateCreature("KKCelin",[3330.241],3) END IF Global("KKAmanaExists","AR1700",0) THEN RESPONSE #100 SetGlobal("KKAmanaExists","AR1700",1) CreateCreature("KKAmana",[3330.241],3) END IF CombatCounter(0) NumDead("KKBarbs",5) Global("KKMissingWarriors","GLOBAL",7) Global("KKDeadWarriors","LOCALS",0) THEN RESPONSE #100 SetGlobal("KKMissingWarriors","GLOBAL",8) SetGlobal("KKDeadWarriors","LOCALS",1) ActionOverride("KKNavar",StartDialogue("KKNavar",Player1)) END Quote Link to comment
Jarno Mikkola Posted December 11, 2021 Share Posted December 11, 2021 Ouh, there's too many characters in the file(KKNar1700[.baf] has 9 before the . ) name to compile it as a .bcs file as the game only takes 8 characters long files, in the non EE games at least, so you either need to extend the existing file, which could explain this, or you need to rename it. Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 The main .baf works, its the last block thats suppose to start the dialogue that doesnt. wouldn't the whole thing not work if that was the case? or no? Quote Link to comment
Jarno Mikkola Posted December 11, 2021 Share Posted December 11, 2021 (edited) Without having access to all the files, I cannot specu... ... or rather, I can only speculate and I don't want to. Cause I could only be wrong. Edited December 11, 2021 by Jarno Mikkola Quote Link to comment
Ardanis Posted December 11, 2021 Share Posted December 11, 2021 Contrary to what Jarno implies, StartDialog() is what should be avoided like plague unless you know exactly what you're doing and why. In fact, it's the worst dialog action out of all to use, because it overwrites the dlg file of the actor. Either use Dialog() if you want the subject to walk up to the target, or StartDialogOverride() which starts specified dlg without permanently setting it, or StartDialogNoSet() which is the standard practice. As for why it doesn't work, make sure you dialog's triggers are matching the script's values. Also if you set KKMissingWarriors/KKDeadWarriors variable in the same block as the dialog action, you'll only get a single attempt at initiating it, which might fail due to various circumstances. Consider updating those vars in dialog itself, rather than in initiating script block. Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 I can eliminate one of those variables, certainly. I did try StartDialogueNoSet() at one point, but still didn't work. I think the trigger and the value are what I am most confused about. And thank you for the help. Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 it is also possible that I didn't put in the TP2 correctly... COPY ~Navarra/CRE/KKAmana.cre~ ~override/KKAmana.cre~ ADD_CRE_ITEM ~helm01~ #0 #0 #0 ~IDENTIFIED~ ~HELMET~ ADD_CRE_ITEM ~LEAT12~ #0 #0 #0 ~IDENTIFIED~ ~ARMOR~ ADD_CRE_ITEM ~BRAC03~ #0 #0 #0 ~IDENTIFIED~ ~GLOVES~ ADD_CRE_ITEM ~SW2H01~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP TWOHANDED SAY NAME1 ~Amana~ SAY NAME2 ~Amana~ WRITE_ASCII 0x248 ~KKAmana~ #8 // assign override script WRITE_ASCII 0x2cc ~KKAmana~ #8 // assign pre-joining dialogue file WRITE_ASCII 0x280 ~KKAmana~ #32 // assign DV WRITE_ASCII 0x34 ~KKAmanaS~ #8 // assign small portrait WRITE_ASCII SCRIPT_DEFAULT ~KKBarbs~ and this is in the .baf IF CombatCounter(0) NumDead("KKBarbs",5) Global("KKDeadWarriors","LOCALS",0) THEN RESPONSE #100 SetGlobal("KKDeadWarriors","LOCALS",1) ActionOverride("KKNavar",StartDialogueNoSet(Player1)) END Quote Link to comment
jastey Posted December 11, 2021 Share Posted December 11, 2021 2 hours ago, Kitanna said: NumDead("KKBarbs",5) Do the enemies have this as their death variable assigned? Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 @jasteyno, it's this WRITE_ASCII SCRIPT_DEFAULT ~KKBarbs~ Quote Link to comment
Kitanna Posted December 11, 2021 Author Share Posted December 11, 2021 I gave them that for a DV, still doesn't work. so very aggravating. If it wasn't for the fact that Navarra is suppose to get an item from that fight, I wouldnt care when the dialogue fired. anyway, taking my dogs to the groomer and to the park for awhile. Quote Link to comment
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