jastey Posted October 27, 2006 Share Posted October 27, 2006 Seems BioWare didn't read the WeiDU-readme careful enough before coding up Anomen's AnomenJ.dlg dialogues. I scanned through the file and noticed, that all minus one dialogues are called by Triggger Variable=0 (!) and a bunch of other triggers, that happen to be valid at the time this dialogue should happen. For my mod I added several dialogues to the AnomenJ as I tend to put scripted dialogues there (i.e. dialogues that are called via script). During playtesting it occurred to me several times, that my script block called an original Anomen dialogue, leaving the mod dialogue in the pipeline, to be called some other time or via click-talk (which I found rather annoying). It doesn't make me wonder, looking at the way it is coded. Dealing with another knight of the Order some of the Anomen-dialogues are quite helpful for the plot of my mod, so I decided to change the way the AnomenJ dialogues are triggered. This is what I am planning to do: For every dialogue: Add unique trigger variables to the script block (setting the variable from 0 to 1 for triggering of the dialogue), adding the same trigger variable (=1) as state triggers (including A_T_A to increase this variable to "2"). This could be realised via "REPLACE_STATE_TRIGGER", "ADD_STATE_TRIGGER", and some "REPLACE_TEXTUALLY" etc. for the changes in the Anomen.bcs. This implies some severe changes to the appearance of the AnomenJ.dlg and the Anomen.baf, that obviously can only be made by one mod for every install. So I'd rather discuss this publically and would be very happy to hear your opinion concerning this. Is it necessary? Would there be a better, easier and nicer way to accomplish the result? And, most of all, please comment on my coding if I missed a neat new and more suitable WeiDU feature. I'll post examples soon, feel free to comment as I go along. Link to comment
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